If i understand this correctly you want to change all textures but not with some internal settings (nowadays maybe with nodes). So maybe with some node based images processing tools.. like for example mentioned here: https://www.pixcores.com/2022/01/4-free-open-source-node-based-image-editor ?? So you can use the same nodes setup for all textures..
thanks okidoki but node based something is still too much troubles . I look for some pre-build script that would scan resource folder for texture files with a list of specific suffixes and then process their green channel with certain value remapping or curve editing. Probably a task for chat GPT and Photoshop javascript. I just wonder if something like that exists already. I read about automation toolkit for Substance but couldn't find where people download it from and what options it really provides.
Or perhaps Blender could have such chance with chat GPT. Just wonder what could be simplest way? Chat GPT suggests Photoshop but my experience with javascripts Chat does is so so. I want something like chose the value transform ,hit a button and forget. Doing it for many folders in the project at once.
thanks okidoki but node based something is still too much troubles . I look for some pre-build script that would scan resource folder for texture files with a list of specific suffixes and then process their green channel with certain value remapping or curve editing. Probably a task for chat GPT and Photoshop javascript. I just wonder if something like that exists already. I read about automation toolkit for Substance but couldn't find where people download it from and what options it really provides.
Or perhaps Blender could have such chance with chat GPT. Just wonder what could be simplest way? Chat GPT suggests Photoshop but my experience with javascripts Chat does is so so. I want something like chose the value transform ,hit a button and forget. Doing it for many folders in the project at once.
Automation toolkit is basically impossible to download unless you have an enterprise license. This is part of Adobe's effort to eliminate any sort of automation or efficiency in game development (i guess we should be glad they're not charging 30k a year for it anymore)
You can use the in editor scripting API to do quite a lot but for your purposes (you're basically just piping an image into a substance graph and saving the result) using the batch tools will work fine - you can fire those off from any scripting language / .bat files.
There are a bunch of example tools for this sort of thing online going all the way back to designer 4 - things have evolved a bit but the updated docs are here (from the automation toolkit docs but you should get the same tools with your designer installation)
G'mic is "something similar" and there is even an addon for blender to use it with nodes so one does not have to do the scripting (IDK about iterating over all images) . You might have look at the G’MIC Node Editor thread from BlenderArtists.
I'm not sure yet ( have seen this also just recently ) if the "build script" can be use from external and so iterated over the directory (asking now..)
okidoki This GMIC still requires to manually drop input image and save processed one , right?
poopipe this link is what automation toolkit is , right ? I still need to request it from license administrator to download? \
sbsrender/sbscooker etc are supplied with designer (they're in the program files folder) and can be run from the commandline/batfile/scripts without using automation toolkit. afaik they're exactly the same and take the same commands etc. (i've bootstrapped automation toolkit to use designer tools/libraries rather than the supplied ones in the past although that's more difficult recently)
imagemagick is a good shout if you don't want to do anything complicated.
personally I'd probably go with python/opencv for this specific job but for anything much more complicated I'd use the substance batch tools because that allows you to build your processing step as a substance graph
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Automation toolkit is basically impossible to download unless you have an enterprise license. This is part of Adobe's effort to eliminate any sort of automation or efficiency in game development (i guess we should be glad they're not charging 30k a year for it anymore)
You can use the in editor scripting API to do quite a lot but for your purposes (you're basically just piping an image into a substance graph and saving the result) using the batch tools will work fine - you can fire those off from any scripting language / .bat files.
There are a bunch of example tools for this sort of thing online going all the way back to designer 4 - things have evolved a bit but the updated docs are here (from the automation toolkit docs but you should get the same tools with your designer installation)
https://helpx.adobe.com/substance-3d-sat/command-line-tools.html
sbsrender/sbscooker etc are supplied with designer (they're in the program files folder) and can be run from the commandline/batfile/scripts without using automation toolkit. afaik they're exactly the same and take the same commands etc. (i've bootstrapped automation toolkit to use designer tools/libraries rather than the supplied ones in the past although that's more difficult recently)
imagemagick is a good shout if you don't want to do anything complicated.
personally I'd probably go with python/opencv for this specific job but for anything much more complicated I'd use the substance batch tools because that allows you to build your processing step as a substance graph