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Topics - yolik

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1
Substance DesignerSubstance Designer - Scripting - Get input parameter group?
 on: November 08, 2019, 11:43:50 am 
I'd need to get the group name an input parameter belongs to (for instance in Tile Sampler, size related parameters are into a Size group etc.), but I don't find this in the SD API documentation. Anyone knows a way to get this? Thanks.

2
Hi,

I have a node whose Output Size ("$outputsize") is relative to parent. This node is inside a graph which also is relative to parent (actual parent size is indicated in the graph toolbar). How can I get the actual parent size? There is no parenting link from an SDNode to its parent, neither there is in the SDProperty. Also, when on the top graph whose size is relative to the parent size indicated in the toolbar, how do we get this size? Thanks!

3
Hi, I am trying to retrieve current values of input parameters of an sbsar present into my current graph. It seems I am only getting the default values instead of the actual ones. I think this is a bug, can anyone please check/confirm? SD 2019.2.2

Code: [Select]
    @classmethod
    def logInputProperties(cls, graph):
        log("graph id=" + graph.getIdentifier())
        props = graph.getProperties(SDPropertyCategory.Input)
        psize = props.getSize()
        p = 0
        while p < psize:
            prop = props.getItem(p)
            propId = prop.getId()
            val = graph.getPropertyValue(prop)
            if isinstance(val, SDValueInt2):
                valInt2 = val.get()
                log(propId + " (int2): x=" + str(valInt2.x) + " y=" + str(valInt2.y))
            p += 1

4
Hi, I am trying to create an sbsar node inside a graph using the Python API. I am not sure this is currently possible, I would appreciate any info about this. Currently here is what I am doing:

  • I have the sbsar manually imported as a resource inside the current package. By inspecting package content I can see the sbsar and its graphs are imported as SDResourceCustom, which is not a good sign for what follows as the doc defines custom resources as "A valid resource whose type is not natively supported"
  • I made code to access current graph and create a new instance inside it using SDGraph.newInstanceNode(sbsar) (sbsar being of type SDResourceCustom). As a result, I get an exception saying "not supported".

So it seems to me we cannot currently create sbsar instances in a graph, is this right?

5
Hi,

Is there a way to open a graph or function in the UI using the plugin Python API? I cannot find this functionality in the API currently.

I would need to access the comment (SDGraphObjectComment) associated to a graph node (SDNode), I have been kooking at the code of SDGraphObjectComment.sNewAsChild and it seems this is using internal bindings, I am not sure we are able to get access to the comment from an SDNode. Is this possible and if not, can this be added?

It doesn't seem the Python API is currently handling the loading/saving of presets (not for MDL but regular graphs and sbsar), can this be added?

Thanks for your help!

6
SP 2018.3.2:
- edit texture set settings
- delete disabled texture sets, Apply
- Save or Save As project
- close Painter
- reopen Painter
- open project
- check texture sets

Expected: previously deleted texture sets are not present
Actual: previously deleted texture sets are present

7
SP 2018.3.2:  I have an fbx with UDIM tiles, I create new project in Painter, select the fbx mesh, check "create a texture set per UDIM tile" and Painter creates a texture set per material instead of per UDIM tile. Either the functionality is broken or there is a problem with my specific mesh (more likely). If you want to test with my mesh please contact me.


8
SD 2018.3.1. When drag&dropping a low poly mesh (fbx with multiple objects inside, UDIM) inside SD it gets triangulated. Then when we open the bake dialog from it, it gets triangulated again. SD should triangulate only once.
The time spent triangulating is particularity visible when the fbx contains many objets totaling a relatively high number of polygons.

9
Hi, I am wondering whether the new nVidia RTX cards raytracing capabilities could be used to speed up the AO/bent normal bakes and if you are planning to implement this in a future version of your bakers. Thanks!

10
SP 2018.2.3: I have a Painter project on which I used the Clone tool to fix textures. After a while I have reloaded the basecolor map which I changed externally (right-click on the basecolor map in Shelf/Project and Reload) -> the basecolor thumbnail got updated in Painter, but not all the cloning I did, I still have exactly the same stuff as before reloading.

11
Hi, when using the Clone tool, I usually cannot get a clone source (V key) close to where I want to paint. Painter will just not take the source if it is too close. I have to get the source from more remote areas. This is not always the case though, may be related to UVs, maybe the clone source cannot be taken inside the same UV polygon as where the paint will occur. Is this the case ? This limitation is quite annoying, can this be addressed?

12
SD does not support vertex colors in obj files. This is not standard, but a common way to support this is described on this wikipedia page  http://en.wikipedia.org/wiki/Wavefront_.obj_file

Implementation details are quite simple: "Some applications support vertex colors, by putting red, green and blue values after x y and z. The color values range from 0 to 1."
Please note this method is supported by ZBrush polypaint.

Would it be possible to implement this? Knowing FBX is limited in size, SD doesn't support PLY, OBJ might be the last option to enable very high poly meshes bakes in SD...

https://allegorithmic.uservoice.com/forums/257908-substance-designer/suggestions/35162923-support-for-vertex-colors-in-obj-files

13
Hi, recently I was using an FBX mesh with vertex colors but no vertex normals. I baked into SD and had no problem. I baked into another software and the bake was completely off. I concluded that this other baker needed vertex normals part of the mesh definition in order to work, and that SD was not needing this, so was probably calculating this information. If this is correct, then what about getting the vertex normal from the mesh instead of calculating it? Could this lead to a significant performance boost for bakes? Does this make sense?

14
SP 2018.1.1
I am using Painter to clean up a texture set mostly with the Clone tool. At some point during the clean up process, Painter issues a warning/error saying the normal is invalid and recalculates the normal, but the recalculated normal is bad looking, see pictures below.

15
Hi, there are several predefined maps in SP already but not Bent Normal. Ok we can use User0 or others for it, but it would be good to have is as preset too. Thanks.

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