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Messages - matttb124

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This thread is the first result that comes up on google now XD

Can someone please provide the information so wanderers to this thread can get the info they need?

Thanks guys!

Thanks for the response.

I am already successfully sending commands to Batch Tools via Python, but the run command is new in the 2017 version they just released. I believe it allows the highpoly to be cached in ram so it does not need to be reloaded for every command that you send to Batch Tools. You build the json file, and then send that to the new run command.

I just have no clue how to format the Json file, a few attempts proved incorrect.

I am interested in the run command described here:

Subcommand run
Batch options
--json <path>
Json file describing an execution plan.

How does the Json file need to be formatted? Is there an example anywhere?

Thanks :)

I am watching the new features video on Youtube, and I am really interested if the highpoly caching feature will be in Batch Tools? When I send all my data to Batch Tools it would be great to just load the highpoly one time, instead of doing it for each highpoly bake.

Thanks :)


Previously I could just download this without any issues. Why the change?

Yayyy  ;D Thank you!

Another spin off question, I can dig up the commands in my code, but any chance the documentation can be updated with the new features?

Second question is by any chance have you guys been able to fix the issue, or have an update about the fact that the highpoly has to be loaded into memory uniquely for each bake instead of just being loaded once?

Thanks again!

Are the new baking features in Designer 6 going to be added to the Batch Tools?

I use the batch tools for all my baking, and was wondering if the improvements are going to be brought over and if there is a time line for that.



I'd just like to add that I'm also very interested in the same feature: min/max/default. Has anyone written an XML parser that reads them by any chance ? Or is there an ETA now on when it will be added in the BatchTools ?

Thank you !

I am actually working on one. The tool combs an entire Substance library, pulls important directly from the XML, and then creates a database text file. Eventually the tool will have a UI that allows you to edit these things. This is the current info I am pulling out of a Substance File that is specific to my workflow:

Code: [Select]
{'LOCATION:': 'DRIVE_LOC_HIDDEN/Metal_Steel_Light_Wear_01'}
{'FILE NAME': '', 'AUTHOR NAME': 'Matt Bard', 'FOLDER NAME': 'Metal_Steel_Light_Wear_01', 'GRAPH NAME': 'Metal_Steel_Light_Wear_01'}
{'RESOURCE FOLDERS': ['Source_Textures']}
{'GRAPH RESOURCES': ['../../../../Substance/Designer_functions/Bard_Normal_Overlay/']}
{'LOCAL RESOURCES': ['Source_Textures/Metal_Steel_Light_Wear_01_Detail_01.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_02.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_01_basecolor.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_02_normal.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_01.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_01_normal.tif']}
{'OUTPUTS': ['albedo', 'normal', 'roughness', 'specularF0', 'height', 'normal_dented']}
Input nodes and Graph resolution:
{'tile_old_rusty_metal_base_v02_norm': [2048, 2048], 'Metal_Steel_Light_Wear_01_Detail_01': [2048, 2048], 'GRAPH RESOLUTION': [2048, 2048], 'Metal_Steel_Light_Wear_01_Detail_02': [4096, 4096], 'diffuse': [2048, 2048]}

Its written in Python using the built in XML Library, wasn't to hard to setup.

Thanks for the info! I think the command line stuff should do what I need :)

I was looking through the scripting documentation but I only have experience with Python, not Java script, so I am having trouble trying to figure out if what I want to do is even possible.

I am wondering if it possible to automate this setup?

A follow up to that, is it possible to script the next step of connecting the maps to the TextureSet?

Thanks for the help.

Thanks for the info about the scripting stuff.

For the alpha problem I am using the RGB-A merge node.

I am using the latest SD 5.4 as well.

I have two semi technical questions that would be awesome to get some help on.

First one is about exporting textures. Is there a way to export a texture with control of what you pack in the alpha channel? When I export something with alpha this is what I get:

When I actually want this:

with this packed into the alpha channel of the texture:

Second one is about setting up proper dependencies when using python externally. So I am working on a tool that is basically a single button click baker that you run from Maya, exports the meshes, hooks them up in substance designer, and bakes all the maps. In my prototype I have a template .sbs file that I just replace the file locations and it works for now, however I am a little concerned about dependencies on a larger scale project. In the .sbs file all the resources get a uid#:
Code: [Select]
      <uid v="1257415565"/>
      <identifier v="Resources"/>
          <identifier v="test_cage"/>
          <uid v="1257415566"/>
          <type v="4"/>
          <format v="fbx"/>
          <filepath v="Bake/test_cage.fbx"/>
          <lastModif v="2016-06-08T01:46:57"/>
          <checksum v="3cefe6ce3e2f5be6009f9b91df10b832"/>
          <identifier v="test_highpoly"/>
          <uid v="1257415567"/>
          <type v="4"/>
          <format v="fbx"/>
          <filepath v="Bake/test_highpoly.fbx"/>
          <lastModif v="2016-06-08T01:47:35"/>
          <checksum v="d27a54ff78587c25d5cf2b691185cad5"/>
          <identifier v="test_lowpoly"/>
          <uid v="1257415568"/>
          <type v="4"/>
          <format v="fbx"/>
          <filepath v="Bake/test_lowpoly.fbx"/>
          <lastModif v="2016-06-08T01:46:48"/>
          <checksum v="1d9c838d237a4c0ba331851500bcc6cf"/>

But I don't really know how that is generated, and I think it will be a problem having a bunch of sbs files with the same uid numbers as the other files. Is there a way to have substance create those uid numbers for me on the fly and to make sure they always stay unique across a large project? Or do they even have to always be unique across a project?

Thanks for any help!

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