dcc-mcp-substance3d-designer
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@dcc-mcp-substance3d-designerlist the packages loaded in the current session"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
dcc-mcp-substance3d-designer
Part of the DCC-MCP host matrix
dcc-mcp-substance3d-designer — Substance 3D Designer adapter for DCC-MCP.
It is one of 38 host adapters in the DCC-MCP catalog. Every adapter speaks the same MCP protocol and builds on the same core runtime contract; each one exposes the tools its own host needs on top of that.
This block is generated from the catalog entry in
dcc-mcp-catalog.yml.
Re-run the generator after changing the catalog.
Related MCP server: blender-chatgpt-mcp
Showcase: reference image to Designer materials and Blender lookdev
A Codex-generated reference guided a 2.2 m wooden crate modeled in Blender with painted wood and rusted steel authored in Substance 3D Designer 16. Wood scratches, metal scratches and rust are independent procedural layers in the SD graphs. Their exported PBR maps drive the Blender materials. Layered broken battens combine attached wood fibers with native SD height displacement; fine wood grain uses a separate UV layer with consistent physical density.
Codex-generated reference | Blender Cycles render using SD maps |
|
|
Model UVs — coordinates and a rendered checker:
UV coordinates | Checker on the model |
|
|
Wood detail uses one tile per 0.45 m. UVs intentionally tile and overlap; the UV review explains the two layers and the existing steel UVs.
Complete material graphs — unretouched Designer screenshots:
Painted wood: 37 nodes | Rusted steel: 35 nodes |
|
|
Blender scene with packed textures · Editable SBS, SBSAR, maps and workflow · UV checker · Broken wood detail · Blender showcase · Website gallery · Earlier color-correction study
The crate is a reference-guided modeling and lookdev study. Its proportions, board UVs and hardware were authored in Blender; it is not a scan of the generated image. The material screenshots use the project's DCC-CUA route.
Typed RGBA gradient edits
designer-session exposes get_gradient_keys and set_gradient_keys for native
sbs::compositing::gradient nodes. Inspect the current node and graph IDs first;
the setter requires the exact graph UID and 2..64 strictly increasing keys.
Positions, RGBA channels and midpoints must be finite values in 0..1.
It uses public SDK array/struct values, verifies native readback, and restores the
previous gradient when verification fails. See the skill's call example for a
three-stop color ramp. Other node types and connected/function-driven inputs
are rejected; native readback may include float32 rounding.
Agent workflow
AI agents should use the shared gateway through dcc-mcp-cli; IDE users may
continue to use the MCP endpoint. Prefer typed skills and tools over raw scripts.
Install or update the CLI
dcc-mcp-cli is the preferred control path for every shell-capable agent. If
it is missing, ask the user before installing the latest official release:
# Linux/macOS
curl -fsSL https://raw.githubusercontent.com/dcc-mcp/dcc-mcp-core/main/scripts/install-cli.sh | sh
# Windows PowerShell
powershell -ExecutionPolicy Bypass -c "irm https://raw.githubusercontent.com/dcc-mcp/dcc-mcp-core/main/scripts/install-cli.ps1 | iex"Keep an official build current through the release manifest:
dcc-mcp-cli update check
dcc-mcp-cli update applyupdate apply downloads and stages the latest CLI for the next launch. It
does not update a running dcc-mcp-server; update that server in its own
environment.
dcc-mcp-cli dcc-types
dcc-mcp-cli list
dcc-mcp-cli search --query "<task>" --dcc-type substance3d_designer
dcc-mcp-cli describe <tool-slug>
dcc-mcp-cli call <tool-slug> --json '{"key":"value"}'dcc-types reports release-catalog support; list reports live sessions. If a
tool belongs to an inactive progressive skill, call dcc-mcp-cli load-skill <skill-name> --dcc-type substance3d_designer before retrying. For post-task improvement,
attach a stable session id with --meta-json, query dcc-mcp-cli stats --range 24h --session-id <task-id>, then pass the bounded evidence to the
review_skill_improvement prompt from dcc-mcp-skills-creator.
Substance 3D Designer adapter for the DCC Model Context Protocol (MCP).
The package runs an embedded Streamable HTTP MCP server inside Designer, so tools execute through Designer's Qt main thread instead of a separate process.
Install and load
Follow the canonical Install SOP for automatic host discovery, a zero-write plan, staged installation, receipt-owned uninstall, and verify-to-usable diagnostics:
python3.11 -m pip install dcc-mcp-substance3d-designer
dcc-mcp-substance3d-designer install --dcc-path "/path/to/Designer" --python python3.11 --json --dry-run
dcc-mcp-substance3d-designer install --dcc-path "/path/to/Designer" --python python3.11 --json --yesThe receipted launcher preserves existing SBS_DESIGNER_PYTHON_PATH and PYTHONPATH values while
adding the dedicated plugin. A source checkout may still be loaded interactively through Tools >
Plugin Manager as documented in the SOP. Each adapter instance uses an OS-assigned port and
registers it for CLI discovery.
Connect through the stable gateway at http://127.0.0.1:9765/mcp; set
DCC_MCP_SUBSTANCE3D_DESIGNER_PORT only when a fixed direct endpoint is required.
Standard DCC_MCP_GATEWAY_PORT and DCC_MCP_REGISTRY_DIR settings are also honoured.
For unattended launches, pass Designer a persistent configuration with
--config-file <path-to-default_configuration.sbscfg>. This prevents a stale
session-specific configuration reference from opening a blocking startup
dialog.
Bundled skills
Offline SBS/SBSAR and mesh-position artifacts
With official sbscooker and sbsrender already installed, start the independent
artifact service without opening Designer:
dcc-mcp-designer-offline --designer-bin "/path/to/installed/Designer/bin"
dcc-mcp-cli search --instance-id <returned-uuid> --query "offline cook render"
dcc-mcp-cli describe <returned-tool-slug> --instance-id <returned-uuid>
dcc-mcp-cli call <returned-tool-slug> --instance-id <returned-uuid> --json-file render.json --waitThe runtime is registered as standalone, with no GUI PID binding. Its bundled
skill root contains only designer-offline; graph editing remains on the
embedded Designer service. Existing GUI sessions can also load this skill when
their operator configures DCC_MCP_SUBSTANCE3D_DESIGNER_BIN.
cook_package takes an SBS path, its expected SHA256 and a fresh output directory.
It records actual source/archive/tool hashes. The cooker reads an owned snapshot
beside the original SBS, so its directory must be writable. Relative dependencies
retain that directory; their hashes are not separately collected.
inspect_renderer reads installed official render help and engine library
identities. render_archive accepts only documented engine identifiers:
sse2 (default), neon, d3d11, vk, ogl3 and mtl. The selected installed
library is resolved and hash-pinned; missing or ambiguous engines fail without
CPU fallback. Native warnings and the selected library hash remain in the
manifest. GPU-only graphs, including native 3D Perlin noise, require an actual
GPU render; inspecting a library does not establish hardware acceptance. See
Adobe's renderer options.
bake_position_map uses installed substance3d_baker for a hash-pinned,
self-contained triangulated OBJ with positive UV0 indices and one UV tile.
It bakes bbox-normalized XYZ into Raw EXR twice, records native padding,
warnings and argv, and verifies every RGB float sample through installed FFmpeg.
Supply --ffmpeg "/path/to/installed/ffmpeg" on the standalone service or set
DCC_MCP_SUBSTANCE3D_DESIGNER_FFMPEG. No decoder is downloaded or installed.
Actual mesh/UV correspondence and complete coverage remain caller audits;
native warnings are retained without being treated as proof of coverage.
inspect_mesh_baker reads bounded help from the installed official Color or
Position baker. bake_color_map bakes caller-authored FBX vertex or material
colours twice into UV0 PNG, with exact input/tool hashes, fixed same-mesh
projection settings, complete PNG validation and retained warnings. Region
assignment, packed UV coverage and geometry correspondence remain caller audits;
the tool does not recognize anatomy or invent region colours from UV islands.
render_archive takes an SBSAR path and hash, a graph identifier, the complete
output set, a fresh directory and expected resolution. For example:
{
"archive_path": "/path/to/material.sbsar",
"expected_archive_sha256": "replace-with-the-actual-64-character-lowercase-sha256",
"graph_identifier": "Skin",
"output_dir": "/path/to/fresh-material-run",
"outputs": [
{"name": "BaseColor", "bit_depth": 8, "color_space": "sRGB"},
{"name": "Height", "bit_depth": 16, "color_space": "Raw"}
],
"resolution": 2048
}An optional seed override requires an exposed $randomseed input in the
compiled archive. Fixed graph defaults remain unchanged; a requested size must
match actual native PNG dimensions even when $outputsize is not exposed.
Optional image input identifiers must also appear in the compiled interface.
Each channel gets an explicit native bit depth and color space. The renderer
validates complete PNG chunks, checksums, dimensions, precision and compressed
scanlines, then compares two native renders byte for byte before publishing
manifest.json. Up to eight optional PNG inputs are independently hash pinned.
Constant channels are valid. Tangent normal conventions remain caller-declared;
displacement units and downstream shader acceptance belong to the consumer.
Offline artifact success does not prove a live Designer SDK session.
Host APIs are imported only while a tool runs, so metadata discovery remains safe outside Designer.
Skill | Coverage |
| Core graph authoring: nodes, connections, parameters, outputs, packages, resources, map export, SBSAR. |
| Read-only readiness probe proving main-thread dispatch works. |
| Hash-pinned SBS cooking, twice-verified SBSAR maps, mesh-position EXR and explicit FBX colour-ID artifacts without a GUI. |
| Experimental - procedural effect recipes: blur, warp, levels, sharpen, edge detect, blend, mask, and ordered chains. Recipes resolve at runtime; see the note below. |
| Experimental - lighting-response maps: normal, ambient occlusion, curvature, thickness, emissive. Recipes resolve at runtime; see the note below. |
| Seed-variation tiles and sprite-sheet atlas packing for downstream particle systems. |
| Iteration-count sweeps producing ordered accumulation passes. |
| Time-like parameter sweeps producing ordered frame sets. |
| Read-only inventory of the node modules that back built-in plugins. |
designer-effects and designer-lighting are experimental. Their catalog
declares 13 recipes (7 effects, 6 lighting) over 31 candidate node type URLs (17
effects, 14 lighting). Every candidate is inferred from Designer's naming
conventions and resolved at runtime against the live node-definition inventory,
because node type URLs differ between Designer builds; none of them is pinned to
a build verified on a real Designer session. Run the corresponding
list_*_recipes tool first and treat its available flag as the source of
truth: a recipe that resolves to nothing fails closed with RECIPE_UNAVAILABLE
and reports the candidates it tried.
Designer has no particle system, dynamics solver, or timeline. The
designer-particles, designer-dynamics, and designer-animation skills all
drive one shared engine that re-evaluates a deterministic graph after a typed
input changes, and each states that boundary in its SKILL.md.
Development
python -m pip install -e ".[dev]"
python -m pytest
ruff check src tests tools
python -m buildReleases use release-please. The release.yml workflow publishes through the
pypi environment using PyPI Trusted Publishing.
Reference-material reconstruction
designer-session.create_imported_pbr_material accepts either packed RMA/ARM maps
or separate roughness_path and metallic_path, alongside the required base-color
and normal maps. Separate AO is optional. height_path works with either mode;
packed and separate scalar maps cannot be mixed. Set embed_resources: true to
embed the source bitmaps in the editable .sbs instead of linking them.
Example tool arguments (replace the paths with existing source maps):
{
"package_path": "C:/materials/sample/material.sbs",
"output_dir": "C:/materials/sample/maps",
"base_color_path": "C:/sources/basecolor.png",
"normal_path": "C:/sources/normal.png",
"roughness_path": "C:/sources/roughness.png",
"metallic_path": "C:/sources/metallic.png",
"ambient_occlusion_path": "C:/sources/ao.png",
"height_path": "C:/sources/height.png",
"embed_resources": true,
"open_in_editor": false
}This creates an editable bitmap/output graph, not a recovered procedural material. Use the existing node creation, connection and parameter tools to construct and iterate procedural structure when needed. Source images must already be PBR maps; a lit reference photograph is not directly a base-color map. A single image does not uniquely determine roughness, metallic response, illumination or physical height. Record these as estimates until checked against additional evidence.
For a Designer-to-Painter handoff, pass the returned texture_files to Painter's
create_textured_pbr_layer, mapping AmbientOcclusion to
ambient_occlusion_path and optional Height to height_path. Keep the normal
convention and color-management configuration consistent across both hosts.
The import helper writes PNG previews without a configurable bit-depth contract;
retain original high-precision height sources when precision matters.
Before accepting a result, reopen the saved .sbs and .spp, inspect graph
connections and layer channels, verify the exported maps, and compare actual host
renders under matched lighting, camera and scale. File existence and mocked SDK
tests do not verify the visual result. Use a fresh output directory per iteration.
See the reference-material capability matrix
for node inspection, connection guards, resource instancing, persistence/export
contracts and remaining live-host validation. Parameter exposure uses public graph inputs and property function graphs; unsupported
SDK variable readers return EXPOSE_API_UNAVAILABLE. Native PNG exports report
actual channel count and bit depth, and graph input edits are verified by readback.
This server cannot be deployed
Maintenance
Related MCP Connectors
MCP Server for Slima - AI Writing IDE for Novel Authors with AI Beta Reader.
Nifty's MCP server — exposes tasks, projects, messages, and files as tools for AI agents.
Generate game-ready 3D models, textures, and audio from natural language, over MCP.
MCP server for OpenAI API (chat completions, image generation, embeddings) via AceDataCloud
Related MCP Servers
- AlicenseNot gradedqualityDmaintenanceConnects MCP-compatible clients to a live Blender scene for AI-assisted 3D workflows, enabling inspection and controlled operations on objects, materials, cameras, lights, render settings, animation, UVs, Geometry Nodes, imports, exports, and Python execution.1MIT
- AlicenseNot gradedqualityDmaintenanceAn MCP server that enables AI assistants like Codex or ChatGPT to inspect and control a local Blender scene, including creating objects, editing materials, setting cameras and lights, rendering previews, and saving safe copies of .blend files.1MIT
- AlicenseAqualityAmaintenanceA security-focused MCP server for Adobe Substance 3D Designer that reads application state, creates and manipulates nodes, and saves packages, with the runtime isolated outside Designer.291MIT
- AlicenseBqualityCmaintenanceProvides a secure interface to Adobe Substance 3D Designer, enabling read and write operations on graphs, nodes, and packages through the MCP protocol.295MIT





