Agent Skills: Blockbench + Adobe Substance 3D

Optional, advanced pipeline between Blockbench and Adobe Substance 3D (Designer, Painter and the Substance Automation Toolkit command lines). Use only when the user has Substance installed and asks for it — render .sbsar procedural materials to Blockbench-sized PBR maps with sbsrender, cook .sbs graphs with sbscooker, bake AO/curvature/normal/position/ID maps from a Blockbench export with substance3d_baker, drive Substance 3D Painter over its remote-scripting HTTP API to paint a Blockbench model and export Bedrock MER or glTF maps, and pack results into texture_set.json. Triggers on Substance, Substance 3D, Substance Designer, Substance Painter, SAT, Substance Automation Toolkit, sbsar, .sbs, sbsrender, sbscooker, sbsmutator, sbsupdater, sbsbaker, substance3d_baker, pysbs, bake AO for Blockbench, Painter export to Blockbench. Not needed for ordinary painting, generated textures or derived normal maps.

UncategorizedID: jasonjgardner/blockbench-mcp-project/blockbench-substance

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pnpm dlx add-skill https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-substance

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skills/blockbench-substance/SKILL.md

Skill Metadata

Name
blockbench-substance
Description
Optional, advanced pipeline between Blockbench and Adobe Substance 3D (Designer, Painter and the Substance Automation Toolkit command lines). Use only when the user has Substance installed and asks for it — render .sbsar procedural materials to Blockbench-sized PBR maps with sbsrender, cook .sbs graphs with sbscooker, bake AO/curvature/normal/position/ID maps from a Blockbench export with substance3d_baker, drive Substance 3D Painter over its remote-scripting HTTP API to paint a Blockbench model and export Bedrock MER or glTF maps, and pack results into texture_set.json. Triggers on Substance, Substance 3D, Substance Designer, Substance Painter, SAT, Substance Automation Toolkit, sbsar, .sbs, sbsrender, sbscooker, sbsmutator, sbsupdater, sbsbaker, substance3d_baker, pysbs, bake AO for Blockbench, Painter export to Blockbench. Not needed for ordinary painting, generated textures or derived normal maps.

Blockbench + Adobe Substance 3D

Optional and advanced. Most Blockbench work never needs this: paint with blockbench-texturing, generate with blockbench-gpt-image-textures, derive normal/MER with blockbench-albedo-to-pbr. Use this skill only when the user asks for Substance or already has .sbsar/.sbs/Painter assets. It needs a licensed Adobe Substance 3D install. Load blockbench-use first and blockbench-pbr-materials to assign results.

Substance produces image files. Blockbench stays the source of geometry and UVs. Every path ends with files imported through create_texture (data, pbr_channel) or import_texture_set.

0. Locate the tools

python scripts/sat_locate.py

Designer bundles sbsrender, sbscooker, sbsupdater and substance3d_baker, off PATH, in C:\Program Files\Adobe\Adobe Substance 3D Designer\. sbsmutator and the pysbs Python API come only with the standalone Substance Automation Toolkit. Painter is a GUI app driven over HTTP. If nothing is found, stop and tell the user; do not install Adobe software.

Pick the path

| Goal | Tool | Reference | |---|---|---| | Procedural material (bricks, rust, leaves) as Blockbench textures | sat_render.py → sbsrender | sat-cli.md | | Have a .sbs graph, need an .sbsar | sbscooker (sbsupdater first if old) | sat-cli.md | | Edit/specialise a .sbs headlessly | sbsmutator (SAT only) | sat-cli.md | | AO / curvature / ID / position masks from the model | substance3d_baker | baker.md | | Hand-paint the model with smart materials | Painter + painter_remote.py | painter.md | | Pack Bedrock MER, convert bit depth, flip normal green, shrink | prep_maps.py | below |

Workflow A: procedural material → Blockbench

python scripts/sat_render.py material.sbsar --out out --size 16 --seed 7 \
  --set Season=0.8 --normal-format directx
  • --size is pixels; the script converts to log2 $outputsize (raw sbsrender needs '$outputsize@4,4' for 16 px). It creates --out; raw sbsrender exits 47 if the folder is missing.
  • Read inputs from the JSON report, then set parameters by identifier. Unknown identifiers come back as warnings, because sbsrender ignores them silently.
  • Match outputs to channels by usages: baseColor/diffuse → color; normal; height; metallic + roughness (or glossiness, inverted) + emissive → MER.
  • Output is 8-bit by default. Tiling block textures render straight at 16/32 px. For atlases, render at the atlas size or larger and shrink.

Workflow B: bake masks from the Blockbench model

  1. Fix UVs: every face needs its own UV rectangle. Default per-face Auto UV on block formats stacks faces on top of each other and ruins the bake. See baker.md § Prepare.
  2. export_model → codec_id: "gltf", options: {"encoding": "binary"}, path: <abs>.glb (or obj).
  3. Bake at 8–16× density with underscore flags (the online docs show hyphens, which fail):
    substance3d_baker AmbientOcclusion.Raytraced model.glb --use_lowdef_as_highdef true --output_size 512,512 --output_path bake
    
  4. python scripts/prep_maps.py convert bake/*.png --out bake/64 --size 64 (16-bit → 8-bit, box downsample).
  5. Use the maps as masks: multiply AO into the colour texture, or feed them to sbsrender --set-entry / Painter.

Workflow C: paint in Painter, bring maps back

  1. Fix UVs, then export_model with codec_id: "obj". Painter cannot import glTF.
  2. Start Painter with --enable-remote-scripting (never --help: it opens the app), then:
    python scripts/painter_remote.py --ping --wait 240
    python scripts/painter_remote.py --python-file scripts/painter_new_project.py --result \
      --set MESH=C:/work/model.obj --set NORMAL=DirectX --set RESOLUTION=1024 --set BAKE=1
    
  3. The user paints in Painter (or you script layers after reading the local API docs).
  4. Export and shrink:
    python scripts/painter_remote.py --python-file scripts/painter_bedrock_export.py --result \
      --set OUT=C:/work/painter_out --set NAME=model --set PRESET=bedrock --set SIZE_LOG2=9
    python scripts/prep_maps.py convert C:/work/painter_out/model*.png --out final --size 64
    
    bedrock gives NAME.png, NAME_mer.png, NAME_normal.png (DirectX). gltf gives ORM + OpenGL normal. Painter never exports below 128 px, and skips maps whose channel is absent. Trust the files list in the result.

Pack and import

python scripts/prep_maps.py pack-mer --metallic out/m_metallic.png --emissive 0 --roughness out/m_roughness.png --out final/model_mer.png
python scripts/prep_maps.py texture-set --color model --mer model_mer --normal model_normal --out final/model.texture_set.json

Constants are 0–255; --glossiness replaces --roughness and is inverted. Then import_texture_set with the JSON path, or create_texture per file (pbr_channel: color/normal/height/mer) + create_pbr_material. Normal or height, never both.

Conventions and verification

  • Normals: Bedrock → DirectX (green-down), glTF/Java labPBR → OpenGL. Baker default is directx. A graph's $normalformat is graph-defined (one tested graph flipped red, not green), so compare renders or use prep_maps.py convert --flip-green. After import, raised features must read as raised in the Blockbench preview.
  • 16-bit trap: AO/curvature/height PNGs are often 16-bit; PIL.Image.convert("L") clips them to white. Use prep_maps.py convert or --output-bit-depth 8.
  • Paths: pass C:/... paths to the executables; /c/... from Git Bash breaks --alias. Quote '$outputsize@...'.
  • Blockbench project safety: note the project UUID before export and import, and confirm it before writing textures back.
  • Check each imported map with list_textures/get_texture and a capture_screenshot. A blank-white or uniformly gray map means the bit depth, UV overlap or parameter was wrong. It is not a stylistic result.