Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dcc-mcp/dcc-mcp-substance3d-designer --skill designer-particlesgit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-substance3d-designerWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-particles)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-particles"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-particles/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-particles"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-particles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00030 | $0.00618 |
| Opus 5.5 | $0.00012 | $0.00247 |
| Sonnet 5.5 | $0.00006 | $0.00124 |
| Haiku 4.5 | $0.00003 | $0.00062 |
Grade A, and why
designer-particles scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Designer Particles
Honest capability boundary
Substance 3D Designer has no particle system. There are no emitters, no particles, no forces, no sprite simulation, and no point-cloud state. Nothing in this skill simulates particle motion.
What Designer provides is a deterministic graph that can be re-evaluated after a typed input changes. This skill uses that to author particle assets:
bake_variation_tilessweeps one seed/variation parameter across a bounded range and exports a header-verified texture per step, giving a set of decorrelated variations of the same procedural source.compose_tile_atlaspacks one named map from that series into a grid sprite sheet that a downstream engine (Unreal Niagara, Unity VFX Graph, Houdini POPs) can sample per particle.
Treat the output as textures for a particle system that lives elsewhere, not as particles authored inside Designer.
Bounded and reversible
- Series length is bounded to 64 steps; values must be finite numbers within ±1,000,000.
- The output directory must be fresh, so a stale file can never be reported as a new result.
- The swept parameter is restored to its original value if any step fails.
- Every exported file is re-read and its header verified against the SDK-reported dimensions, so a truncated or stale file cannot be reported as success.
Atlas composition
compose_tile_atlas requires PySide2 QtGui, which Designer ships. If it is
unavailable the tool fails closed with ATLAS_COMPOSER_UNAVAILABLE instead of
silently skipping the step. Every tile must decode; tiles may differ in size and
are placed on a shared bounding grid. The atlas is written only to a fresh
destination.
Related
designer-dynamics uses the same sweep engine for iterative passes and
designer-animation uses it for ordered frames. Those three skills share one
engine because Designer's real capability is the same in all three cases:
re-evaluate a deterministic graph after a typed input changes.
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago Changed 9eedac76429b
- 1mo ago First seen · 65 lines · 30 tokens per session scan A d7f0b6e28050
designer-particles is a skill published in the GitHub repository dcc-mcp/dcc-mcp-substance3d-designer (3 stars, last pushed yesterday), licensed MIT. It adds 30 tokens to every session and 618 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-20.
Other skills, from other repositories
painter-project
Host skill - inspect and author the current Substance 3D Painter project. Use when creating or checking projects, building uniform or texture-driven PBR layers, masks and generators, baking mesh maps, importing resources, or exporting. Not for arbitrary JavaScript execution.
painter-lighting
Inspect and control Substance 3D Painter scene lighting. Painter has no light objects, so lighting is the environment map and its exposure and rotation. Use when setting up an HDRI, matching a look-dev environment, or reading the current lighting configuration. Not for lamps, shadows, or light rigs.
painter-material
Inspect and author the channel-level material surface of a Substance 3D Painter layer stack. Use when reading which channels a stack carries, enabling or disabling the channels a layer contributes, or setting uniform channel values. Not for creating layers, importing textures, or painting strokes.
painter-compositing
Inspect and control how a Substance 3D Painter layer composites with the layers beneath it - visibility, opacity, blending mode, and mask state. Use when stacking layers non-destructively or tuning how one layer combines with another. Not for creating or deleting layers, and not for painting strokes.
painter-diagnostics
Read-only readiness diagnostics for a running Substance 3D Painter adapter.
maya-import-to-scene
Pipeline stage — structured asset import. Consume an AssetDescriptor produced by maya-asset-source and import the asset (FBX, OBJ, USD) into the current Maya scene via cmds.file(). Handles axis/unit conversion, MaterialMode, PlacementHint, and optional target collection grouping. Returns an ImportToSceneResult with…