I've heard it said that the Automation Toolkit can reproduce almost all processes that could be done using Designer
It's important to note that Substance Automation Toolkit (SAT) is not an API for Substance Designer.
What it is, is an API for certain processes that are required to automate the material creation process.
SAT encompasses the following:
- CLI sbsbaker: Bake mesh maps from your input geometry
- CLI sbscooker: Compile sbs material to sbsar, to be render/Painter compatible
- CLI sbsrender: Render textures using the mesh maps and sbsar
- CLI (sbsupdater/sbsmutator): See docs https://docs.substance3d.com/sat/command-line-tools
- Pysbs: A python API that allows you to create and edit sbs files (essentially xml files). It also includes an API to run the CLIs listed above via python using the batchtools module, which generates subprocesses for you.
Substance Designer also has its own API which aides you in building and editing materials, but it doesn't offer much more beyond that at this time, although it is slowly improving.
As far as I know (2020.1.0), I don't think it's possible to automate rendering via Designer API using IRay.
Even though the Designer API likely won't be of any use to you in this case, I just thought it was worth mentioning that it does exist.
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It looks like you're looking for a solution for something similar to turntable/thumbnail rendering with your material of choice; to achieve this you would have to combine several different processes.
Start by generating the textures in SAT and then run a python script that applies those textures to the shader in your DCC, which renders the final image.
- Bake out your required mesh maps by providing the fbx to sbsbaker.
- Compile the material you need to sbsar using sbscooker.
- Render your textures by providing both the sbsar and mesh maps to sbsrender.
At this point you can use the DCC of your choice (I'll use Maya in my example) to generate the thumbnail/render.
You could have a python script that does the following:
- Launch a Maya headless session and provide the appropriate render environment (a template shot file would be ideal: i.e. it already has the appropriate lighting, a shader with texture nodes for each channel applied to the geometry)
- Apply the textures to the appropriate texture node for each channel.
- Render the frame/turntable.