I've been trying to figure out if what I'd like to do is possible with Substance and/or the batch tools.
As we're currently at the prototyping phase of a new project and don't have anything locked down wrt what texture maps we're going to need/use and how to pack them, I'd like to put together a relatively flexible pipeline to allow us to change things down the line in a way that's transparent to the artists.
Currently what I'm envisioning is for the artists to author their substances with all major outputs defined (everything from albedo and normal map, to metallic, emissive, height, etc). We would then take those outputs and export what we need, channel packed as needed (eg. Metallic, Roughness, Emissive packed to a single RGB mask texture).
Now while I could do this via photoshop scripts (or if I were working in Unity, take advantage of the assetpostprocessor), I'm trying to figure out if it's possible to keep the entire pipeline within Substance/batch tools.
I've built what's essentially a routing graph, which takes the abovementioned inputs, and has outputs for the final maps (channel packed). I was hoping to be able to use batch tools to basically take the authored substances, hook up their outputs to named inputs in the routing graph, and then export the resulting textures. I don't seem to be able to do this without a lot of intermediate batch steps, though! (cook to sbsar, export textures, mutate specialise and hook textures to inputs, cook resulting specialised graph, render to final textures).
Is what I'm describing doable in SD/batch tools? Or am I barking up the wrong tree and should just revert to photoshop scripts? Is it at all possible for batch tools to take an SBS (not archive) directly, and hook its outputs to another SBS graph's inputs, and directly export the resulting textures?