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Messages - Stuart Tozer 0

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1
Yeah.. I've just been looking and can't find a way to list the uv tiles in relation to the current texture set after setting up the project with the new uv tile workflow.

That's a shame and if not currently possible looks like we'll need to stick to legacy (one texture set per uv tile) if we want to use our custom exporter (which we do).


2
With the javascript api, we were able to get a list of layers in a stack, and export individual layers via 'alg.mapexport.save' commands.

With the python api, I'm having trouble seeing a way to be able to do this. We cannot do for example:

Code: [Select]
stack = substance_painter.textureset.get_active_stack()
layers = stack.layers

Any help would be very appreciated,
Cheers!


3
Hi JokerMartini - are you using the new python api for exporting? 

I'm testing this now and running into similar problems. The old javascipt api would linearise all non color (rough, bump, etc) channels, but apply an sRGB gamma curve to the baseColor and spec channels, which I had to convert to linear afterwards as an extra step in the process.

I can do the same thing here, but +1 to be able to set export colourspace as part of the export parameters.


4
Hi - I'd like to do something like this:

Code: [Select]
for texture_set in substance_painter.textureset.all_texture_sets():
    if texture_set.is_visible:
        # do something

Is there any way to find out currently if a particular texture set is visible or not?

Cheers!




5
Hi. One of our artists is using a position map in Painter in order to generate a gradient to be used in the diffuse. Problem is that the baking of the position map results in subtle banding, which shows up also in the gradient.

Do we have some bad settings set here (baking in 8bit, rather than 16bit or something), or is this a known issue that requires looking at?

Right now, our solution is to do the gradient in Mari and then re-import back into Painter.

Cheers

6
Hi.  Just wanting to put in a request for exporting textures from Painter at 16bit in exr format. Currently we are only able to export @ 32bits(?).

16bit exr is a standard image format in VFX work. Right now we'll need to convert 32bit textures to 16bit as a second step during export.

As part of this request I'd also like to mention support for various exr compression types. Eg.Mari supports exr compression with these options via scripting:

None
Zip (1 scanline)
Zip (16 scanlines)
PIZ Wavelet (32 scalines)
RLE
B44
B44A
DWAA
DWAB

(our preference is to export with Zip (16 scanlines) compression.


Thanks for listening and best regards,
Stu Tozer

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