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Messages - 3rton93

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Old topic, but I created a work around for this issue. The following fix will autodownload the SBS and SBSAR files from all of your assets into your chrome download folder.

Make sure you are using chrome as your browser, open your 'my assets' page, scroll allllll the way down to the bottom of the page so it loads all of your assets, press f12 to open the developer menu, go to the console, paste the code located at the end of this post into your console and press enter. Leave your browser for as long as it takes to download all of your files, and I recommend not touching it. You might also need to add the following flag to your exe shortcut to ensure that chrome allows a lot of downloads without blocking it --disable-ipc-flooding-protection . Also, this method relies on properly timing your downloads and the page switching, so if your internet connection or pc can not keep up, you might need to modify the times located in the variables in the top of the code.

The code:
Code: [Select]
var thumbnail = document.getElementsByClassName("asset-thumbnail-preset__children");
var maxPages = thumbnail.length;
console.log("Detected " + thumbnail.length + " thumbnails to be downloaded from");
var currentpage = 0;
var initialwait = 2200;
var waitbetweendownloads = 1500;
var waitbeforeloadnewpage = 3000;
// start first download

function openpage(i) {
console.log("Running Open page " + i);

function downloadall()
setTimeout(function() {
var ele = document.getElementsByClassName("spectrum-Button spectrum-Button--cta sc-btzYZH eeBwle");
var downloadnum;
console.log("Sub page download button elements = " + ele.length);
for (downloadnum = 0; downloadnum < ele.length; downloadnum++)
    console.log("subpage loop number " + downloadnum);
downloadsingle(ele[downloadnum], downloadnum, ele.length);
}, initialwait);

function downloadsingle(button, iter, fileamount)
setTimeout(function() {
if(iter > 0)
           console.log("DOWNLOADING File Number " + iter);;
   if(iter == fileamount - 1)
               if(currentpage <= maxPages)
                       console.log("about to open new page after wait");

                       }, waitbeforeloadnewpage);                        
               if(currentpage > maxPages)
                       console.log("All Finished!!");
}, waitbetweendownloads * iter);

Also, if there are any Allegorithmic(or Adobe) people reading this: This was super annoying to spend my time to find a solution and I hope that you guys listen to the community and start adding obvious features like this.

Reviving an old one but yeah thanks for this. Saved my life thanks.

This is a bit concerning though. This bug already had its half year anniversary, yet it's still present in the latest substance painter build. I mean, you do claim to support GLTF on the paper, but in reality, you don't :|
We did further tests on our side, while we confirm some bugs that we need to investigate we didn't encounter issues when exporting from Blender.

These fixes probably won't be back ported for perpetual license users? : / I just cancelled my subscription recently to get an perpetual license. GLTF-import is still borked and unusable in 2018.3.3.

20th of april 2018. Still waiting for a substance browser.

Yepp. Meet you in 2020

Sold, wish every app had one T _T

SubstanceSubstance - Discussions - Re: Allegorithmic Roadmap?
 on: April 11, 2016, 11:14:29 pm 
Well I figured as much but thank you for the clarification!

SubstanceSubstance - Discussions - Allegorithmic Roadmap?
 on: April 10, 2016, 01:22:19 pm 
Could some of the technical mods enlighten me a bit about the product cycles? How long does it generally take for a product to go from Y.0X to Y+1.0X?
When can I assume Designer (currently .3) to reach next major iteration? Same for B2M. How long on average does this transition take? I heard for Painter going getting to Painter 2 was around two years. (is this correct?) Thank you.

SubstanceSubstance - Discussions - Re: Substance Store Questions
 on: March 26, 2016, 02:44:21 pm 
Not really related to this but I didn't feel like it was worth another topic...

Those of us who were eligible and received Mood Pack-code Is the code going to be active indefinitely?
I mean can I save it and stalk for different mood packs in the future or should I just pick now of the 3 available ones?

Hm I agree with Liatti for most parts, while I understand situations like this always stretch personal and some people will never get optimum service. Oh well.

Substance PainterSubstance Painter - Discussions - Re: Plugins tab?
 on: March 18, 2016, 08:44:20 pm 
Check out the "Scripting documentation" in the help menu for more information.

Looks pretty cool! Bit disappointed only Javascript and qml are support, albeit cool knowing tech developed by Nokia is involved with Substance.
Hm seems like one could implement lot of minor details missing from Painter atm with this.

As a side not to anyone who thought he meant documentation like I did you actually find this from within Substance Painter->Help tab-> Scripting documentation.

P.S. looking at the actual web documentation it's quite.... well arid. Then again the youtube page has more content that most.

Substance PainterSubstance Painter - Discussions - Re: Two Questions
 on: March 18, 2016, 06:16:08 pm 
The old samples are available on Substance Share. :)

As for the symmetry, Substance Painter can only paint inside the 0-1 UV range at the moment. You will have to move the UVs back on top of each other in order to be able to paint on both sides.

oooooooo damn man, thx!

hm I guessed it'd be limitation like that but cool to have it verified. Well I guess it's something to get used to it's not as necessary when texturing as it is when sculpting P: cheers mate!

Substance PainterSubstance Painter - Discussions - Re: Two Questions
 on: March 17, 2016, 07:53:03 pm 
Hey 3rton93,

Sorry I didn't reply yesterday. Nothing's wrong :)
That the painting only works on one side can be confusing, yes, but I don't know if this could be resolved that easy. You should be able to work this way in the Unreal Engine or Unity, too, yes. I always move the UVs in the X+1 direction, but it doesn't matter as far as I know.

I guess it should be possible to make the old sample files available on Substance Share, but I'm not sure about this.

Best Regards

Cool to know, if someone can enlighten if it's engine side limitation or something easy to implement that'd be cool! (Someone from the coding side?)
Well cool cool will do some digging I suppose P:

Substance PainterSubstance Painter - Discussions - Re: Two Questions
 on: March 17, 2016, 04:42:49 pm 
Did I say something wrong?  :-\

Hi all,

I think it's important to explain a few things:
- Substance Painter 2 brings a lot of new things, and we feel people should try it first to judge if the price is worth it or not.
We realize we didn't communicate about all the things we changed in SP2. I'm pretty sure for example that nobody noticed you can now do some I/O scripting or that it handles both height and normal map workflow automatically (rotate normal maps with the stamps anyone? :), the full spec/gloss workflow support, non-PBR shader and template, Clone and Smudge are non destructive (which is absolutely unique!), full screen mode, orthographic view, new content... and a lot of other stuffs. It's truly the biggest Update we made for a software so far.
Just spend a few days with the trial version, and then you'll be able to judge if it's worth it or not :)

- All the people who upgrade or purchase Substance Painter 2 will get a Mood Pack. We didn't communicate much about it, we will provide more information in the coming days.
Here are the 3 mood packs so far:

- This is only the 2.0 version. Just see how Substance Painter evolved between the 1.0 and 1.7 version, and imagine it will be the same for SP2.

I hope it makes things more clear :)


Hm not directly related but I remember the email saying something about compensation for current live users for the stopping of monthly drops. What was that again?

Yeah the features look amazing! To be honest I can imagine why many people feel frustrated especially if they bought Painter during latter half of last year. Especially for students and like it can be a big sting. Then again being in the live I suppose it's easier for me to relate to the commercial side Allegorithmic has to consider since I'm not directly affected as much.

Substance PainterSubstance Painter - Discussions - Re: Two Questions
 on: March 16, 2016, 11:31:18 pm 
This is pretty cool!

I notice (just testing this with simple ball) that Painter automatically knows to use symmetry (when the UVlayout is mirrored to negative 0-1 space) but the painting only works on one side of the mesh. Is this engine limitation, just something no one else needed or some kind of bad practice I'm unaware of since I'm a noob? I get this wouldn't really be useful for the kind of cases where the mirrored objects are single entities (say in Vela the tentacles that are on different sides of her head) but the thing I'm testing on (ball split in the middle) and something like a face would prolly be more intuitive if you could use both sides for painting instead of just the side that's in the 0-1 space. (at least in the 3D view.)
Other than that how do engines react to this kind of UVs. Is this mandatory enough that if I drop model like this to UE4 or Unity the engine will know to look for the mirror side from the negative space? Based on what you said it doesn't matter which direction you move the mirror UV's to either.

As for the old samples that sounds like a total pain you probably can't pester anyone from the staff to do it? :'D Well guess not. I figured it'd be nice to have them in the share or similar but guess not. Will have to look into doing installs when I get the time from school to mess with that P:

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