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Messages - ForceField

Pages: [1]
1
Hi there,

I've been working on a script to automatically assign MeshMaps to a project in Substance Painter, but I run into a problem.
I have some issues with legacy meshmaps that remain in the project shelf.
I know that I can delete them by going to File --> Clean, but I want to do it by Script.

Is this in any way possible? If not, can I send a request to add it? Right now, all of our artists need to manually clean, and this is of course not ideal for the workflow.

Thanks!

2
Thanks for the answer Froyok.
This would be a major improvement of Substance Painter if this would be possible.
I hope this can be implemented soon.

Cheers!

3
Hey all,

In our company, we use perforce as our version control software.
This is working great, but we see a problem with Substance Painter.
The biggest issue here is that .SPP files are very large (Over 300MB but sometimes over 1GB)
Most of the time, this larget filesize is because of the Mesh Maps.
The Mesh Maps are always stored in the .spp file, no mather what I try. I tried importing it to a specific shelf, current session, or project, but the results are always the same.

If Substance Painter could have the possibility to reference bitmaps, rather then importing them, this would really help me a lot.
Another "workaround" would be to be able to remove mesh maps upon saving by script, but unfortunately that's not possible in the current version of SP.

4
Hey all,

This will be my first non-scripting post on the forums :)
Within the studio I work at we are learning ourselves Substance Designer and Painter.
In my spare time I'm now trying to get familiar with the software, so I decided to try and create a handpainted brick wall.

I made it hard for myself, for not allowing me to do a regular brick wall. After watching a couple of videos and learning great techniques, this is what I have so far (BaseColor WIP, no roughness and metallic yet)



So far, I think the hardest thing was to create the brick pattern. In the end, I used a technique that was explained in a tutorial to create cracks, and I combined this with a regular brick pattern. After some blending and tweaking I was more then happy with the result.



After that, I started doing the cement. I'm aiming for dripping cement between the bricks to enhance the handpainted look.
I did some tests and redid the entire thing like 3 times but now I have something I can work on.
I still need to balance and tweak the entire material, but I think my approach is right.



It still has a long way to go, but I'm glad I start to see some results now. It has been a lot of work so far, but I learned a lot already during this exercise and I'm really starting to love Substance Designer.
Let me know if you guys have any comments, or maybe know of similar techniques that might interest me for this material.

Cheers!

5
This is not yet part of the API but will likely be in a future update.

Thank you for your quick reply. It saves me some time searching and trying. Good to hear that it most likely will be in a future update.

Cheers!

6
Hey guys,

Am I missing something here, or is it impossible to update the imported mesh through script in Substance Painter?
I know it's possible to create a new project with the new mesh, but I would like to update an existing project file, so I keep all my layers and such in tact.

Any help would be much appreciated.

7
Hello there,

My scripting with Substance Painter and maya continues, and I'm running into another problem that I can't find a solution for.
In the documentation, there is some info about adding projectSettings to a new project.

<static> create(meshFile [, additionalMaps] [, templateFile] [, projectSettings])

The projectsettings contain the normalMapFormat for example, but I can't get the syntax right.

What do I have to type in to make this work, and is it also possible to change the projectsettings if you already opened a project?

I tried the following:

alg.project.create("file:///c:/Test.fbx",[],[],[alg.project.ProjectSettings.normalMapFormat="DirectX"]
or
alg.project.create("file:///c:/Test.fbx",[],[],[alg.project.ProjectSettings{normalMapFormat:"DirectX"}]
or
alg.project.create("file:///c:/Test.fbx",[],[],[normalMapFormat:"DirectX"]
or
alg.project.create("file:///c:/Test.fbx",[],[],[{normalMapFormat:"DirectX"}]
and probably many more that I can't remember anymore.

Basically, I tried everything I could think of, but I can't figure out the correct syntax.
Can anybody please help me with this?

Thanks,

Ron Kamphuis

8
Here is an image to be a bit more clear on this subject.

9
The problem lies within your uv map. Hard edges in the low poly should be cut in the uv layout.
For example, if you create a cube then all 6 sides should have seperated shells in your uv layout.
Try this and your problem should be resolved.

10
I just figured out that I had to update Substance Painter to the latest version to get access to the exportDocumentMaps function.
It seems to work fine now. Thanks for the help!

11
You can export with the scripting API and specify a custom export preset. So you would simply need to provide in your studio an export preset with your custom packing. Take a look at alg.mapexport.exportDocumentMaps in the scripting documentation.

There is no such thing as alg.mapexport.exportDocumentMaps in the scripting documentation. Google also didn't give me any results on it.
Could it be something that would be added in a later release?

Edit: I also get an error message if I try to call exportDocumentMaps:
[Script] Property 'exportDocumentMaps' of object [object Object] is not a function

12
Hello all,

Last week I started scripting for Substance painter, to improve the workflow in our studio.
I would like to export Occlusion, Roughness and Metallic maps into 1 tga file, but I can't figure out how to do so.
Exporting a single one of those at the time is fine, but there seems to be no way to export them all in seperated channels through scripting.

I also couldn't find any documentation about directly calling presets from within the scripting API.
Can anybody help me with this?
So far I got a list of my materials by calling the alg.mapexport.documentStructure(); command.
After that I'm stuck with the alg.mapexport.save command, witch is only saving one map at the time.

Thanks in advance,

Ron Kamphuis

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