Author Topic: Color managed files  (Read 4025 times)

Hi everyone!
This is a modified version of the main substance script.
When you use the auto bake feature now it creates color managed file nodes where necessary.
https://www.dropbox.com/s/0inomep6st0gf17/aesubstancetemplate.mel?dl=0
Just replace the original mel file.
You can find it in the "Program Files\Autodesk\Maya2016\plug-ins\substance\scripts" folder.
Cheers, D
Last Edit: October 21, 2015, 09:44:00 am
I'm an Environment Artist and R&D Generalist at Digic Pictures

Nice work, Thx :-)

Can you tell me which version of the plugin and maya you based your work on ?

If you allow it I would like to extract a patch out of this and push it into our base code. Or if you can provide me with the patch itself :-)

Cheers,
-- Damien

Hi Damien,
Good question (and very important). I will check it.
D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Okay,
I think it's the build119 version.
Wes McDermott posted here:
https://forum.allegorithmic.com/index.php?topic=7075.0
There is a build120 version (Wes posted that also).
Here: https://forum.allegorithmic.com/index.php?action=dlattach;topic=5464.0;attach=9845
But the this script file is the same. So it doesn't matter.

I really don't understand what do you mean: extract a patch.
Replace the the original AEsubstanceTemplate.mel file with this.
It is a simple mel script file. You can edit in any text editor or in Maya of course.
I just add the "-isColorManaged" flag at some place, where I think it is necessary.

Cheers,
Denes
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hey Denes,

Sorry, for the dev speech :-).
Here is the thing. I'm the guy in charge of developing and maintaining the substance plug-in for Maya at Allegorithmic. We'd like this feature to be directly in the next version of our plug-in. This patch-thing is a way to have the differences between 2 versions of a file so we can insert it to the code base.

Anyway I'll take care of this myself. If I have any question I know that you are in touch with Wes so I'll contact you there.

Thanks for your work :-)
-- Damien

Hi Damien,

Sorry for the misunderstanding. I don't got it first. :)
Of course you can use this as you like. I'm happy to help.

Cheers,
D
Last Edit: October 23, 2015, 01:17:17 pm
I'm an Environment Artist and R&D Generalist at Digic Pictures

A simple test scene. Rendered in with mental ray.
Two substance sbsar file (ships with Maya). The generated textures are plugged into mia_material_x shaders.
Last Edit: October 23, 2015, 04:48:30 pm
I'm an Environment Artist and R&D Generalist at Digic Pictures

The new Substance plugin (build 179) works much much better. Thank you.

https://dl.dropboxusercontent.com/u/83350004/SubstanceHelpers.py
This is a modified version of the SubstanceHelpers.py file for the new plugin.
When you use the auto bake feature, with this it creates color managed file nodes.
This is useful if you rendering with mental ray and using (hopefully) the Color Management system).

How to use this:
Replace the original file inside the "Program Files\Autodesk\Maya2016\plug-ins\substance\scripts" folder.

Cheers, D

p. s.: If you using only PBR workflow (with ShaderFx shaders) this modified file is not necessary.
Last Edit: November 06, 2015, 08:12:28 am
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hi Everyone,
New plug-in for Maya, new color management fix for the substance_plugin-maya - 1.2.1.0-rc0 version.
Install the new plug-in, than replace the original .py file in your Autodesk\Maya2016\plug-ins\substance\scripts folder.
https://dl.dropboxusercontent.com/u/83350004/Substance_1210-rc0/SubstanceHelpers.py

Cheers, D


I'm an Environment Artist and R&D Generalist at Digic Pictures

Hi Everyone,
New plug-in for Maya, new color management fix for the substance_plugin-maya - 1.2.1.0-rc0 version.
Install the new plug-in, than replace the original .py file in your Autodesk\Maya2016\plug-ins\substance\scripts folder.
https://dl.dropboxusercontent.com/u/83350004/Substance_1210-rc0/SubstanceHelpers.py

Cheers, D

Thanks very much for posting this. I will talk with developers on adding this functionality. We have talked about it, but just haven't had time to implement it yet. Thanks very much for providing this solution. 

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Thanks Wes,
I'm glad to help.
D
I'm an Environment Artist and R&D Generalist at Digic Pictures

God ! I had this feature in my code base all along and I did not integrate it ...

It will be part of next rc. Would you drop me a PM with your name so I can credit you in the plug-in ?
I just have a question. You mentioned this fix is not need for PBR workflow. Does it break something there or just do nothing in PBR mode ?

Cheers,

-- Damien
-- Damien

Hi Damien,

Thank you for your kindness.
It doesn't break anything.
And you are right this doesn't necessary if you using only PBR workflow (Shaderfx Shader).

Cheers,
D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Just a side note:
If you use the modified script you have to change the Color Space mode to RAW (file node) for any normal maps.
Normal maps doesn't need any gamma correction.

Cheers, D
Last Edit: April 06, 2016, 10:48:42 am
I'm an Environment Artist and R&D Generalist at Digic Pictures