Pics or lies :P Just joking sounds cool. C#? Python?
Not sure if I'm allowed to post pics C# also planning to support stuff like finding all graphs which have a dependency on another graph etc (plz god thankyou for adding dependency tracking Allegorithmic)
Just had a long holiday last week. Ported over a few Maya scripts I wrote for my studio for home use. It's getting a bit painful working at home without them.
decided it was about time I played with Substance's FX maps and dynamic functions so I had fun making a brush generator dl link
Didn't really build with too much a use case in mind, except for a procedural stylised piece I'm doing at work but it could be useful for doing hair alphas at the very least
Feature suggestion stemming from the (unfortunately) discontinued Texture Atlas Generator for Max: Slicing up geo to account for cases where you've extended UV borders past the 0,1 space.
And feel free to port this to Max at some point.. I'd pay for a good atlas generator, the aforementioned script is all kinds of buggy.
Thanks SimonT and passerby. Yes, it is built on top of pyside. It should be quite straigh forward to make it compatible with lower versions of Maya, but it would require you to have the pyqt compiled libs and I thought it could then get a bit complicated to those not comfortable with tech-stuff. But I'll try and do it anyway.
Interesting suggestion cgtSwing. I'll have a look at the slicing feature too. Agree that it would be handy.
I've got a few more kinks to work out and then it should be ready
Wrote a ExportPrep script to do the same thing back when I worked with Unreal 2. I updated a while ago when the made the switch from .ASE to .FBX.
Use the JEEWIZ (Just Export Each Wizard) button. Exported files do to the max export folder "C:\Users\firstName.lastName\Documents\3dsMax\export\Teapot001.fbx".
Also does a bunch of other stuff for getting assets ready for export as the name implies.
There are so many Photoshop texture exporters out there, I figured one more couldn't hurt. This tool is the evolution of the texture process I built for Turbine. Its not 100% complete, Photoshop CC support is high on my priority list (we are still on CS6 at work), but I figured it was stable enough to share.
For more details: http://blog.leocov.com/2015/05/preview-lctexturesaver-30.html
What programming languages do you guys know/use to right your tools? I really want to move past just doing MEL & action scripts and be more resourceful. I hear python opens up a lot more doors, any good sources for where to start?
What programming languages do you guys know/use to right your tools? I really want to move past just doing MEL & action scripts and be more resourceful. I hear python opens up a lot more doors, any good sources for where to start?
I wonder if anyone would be interested in writing a plugin or script for Photoshop that would double all actions from the first layer, and copy them to other layers automatically without jumping through hoops. For instance, one would use a heal brush on a diffuse map. And the same action would be done on the height, roughness and normal map layers. The same area would be sampled from corresponding layers and applied to the same spots on respective layers.
Photoshop actions aren't really flexible enough to get the job done.
Does anyone know of such a plugin or would perhaps be interested in such functionality? I think it's obvious that this would be very useful.
Currently working on a front-end GUI for a substance-designer centric texture production pipeline, kinda similar to a lot of the stuff in Michael Pavlovich's H2A talk at GDC but also supports stuff like batch rendering large quantities of .sbs files using BatchTools. Pretty cool stuff!
Not sure if I'm allowed to post pics C# also planning to support stuff like finding all graphs which have a dependency on another graph etc (plz god thankyou for adding dependency tracking Allegorithmic)
Got permission to post some images and talk about it publically! Sorry for all the hidden/removed stuff...
I've worked on a script for Photoshop that takes a layer and distribute it and wrap it to a path. So I decided to ask here if anyone is interested in it, if so I will continue tweek it. Here is a preview on what the script is doing now:
Hey, I noticed a lot of you guys are working on Substance related tools. I just wondered how you are using Substance at your studio? Are you reading the actual sbsar files or outputting maps? Also, has anyone worked with a in house or custom engine that was able to read sbsar files? I know there are plugins for Unity and Unreal but I was curious how other engines would support reading the files?
Hey, I noticed a lot of you guys are working on Substance related tools. I just wondered how you are using Substance at your studio? Are you reading the actual sbsar files or outputting maps?
Sbsar are binary files (or almost), while sbs file are just in xml. So you can read an sbs file manually if you need. Otherwise if you have access to substance designer you can use our batch tools to automate some task (like querying basic information).
Also, has anyone worked with a in house or custom engine that was able to read sbsar files? I know there are plugins for Unity and Unreal but I was curious how other engines would support reading the files?
We (Allegorithmic) provide a framework in case an engine needs a way to read direclty sbsar files. It discussed on a per-case basis however. That's how marmoset was able to read sbsar file in Toolbag 2. Contact us by e-mail if you want more info about that.
speaking of which, i re-wrote our .SBSAR importer for version 2.07! go check it out if you haven't already.
aaaand i guess the other tech arty stuff i'm doing is that i'm trying to write a little program that will take in an image, and convert it linear <> sRGB (either direction, user preference) and spit it out again. hopefully with batch conversion eventually.
speaking of which, i re-wrote our .SBSAR importer for version 2.07! go check it out if you haven't already.
aaaand i guess the other tech arty stuff i'm doing is that i'm trying to write a little program that will take in an image, and convert it linear <> sRGB (either direction, user preference) and spit it out again. hopefully with batch conversion eventually.
Hello everyone. First time poster here on Polycount and I wanted to start with something I've been working with for quite a while. This is the Modular Auto Rigging System, or M.A.R.S. prototype made entirely using Python. It has the ability to make several assets for rigging with plenty of customizability and convert them into an oriented, properly named bone structure. Suggestions and critique welcome.
Hi, all. There's some really interesting stuff going down in this thread ― as always!
I've made a tutorial on implementing MatCaps in Unreal Engine 4. It's probably not the most useful thing to have in a game engine, but I thought it would be a worthwhile endeavour non-the-less.
Hi, all. There's some really interesting stuff going down in this thread ― as always!
I've made a tutorial on implementing MatCaps in Unreal Engine 4. It's probably not the most useful thing to have in a game engine, but I thought it would be a worthwhile endeavour non-the-less.
Nice work and great tutorial, but to me it seems like a very complicated approach? Lots of potential trig instructions in there. Any specific reason for this? Maybe I missed something...
Nice work and great tutorial, but to me it seems like a very complicated approach? Lots of potential trig instructions in there. Any specific reason for this? Maybe I missed something...
Here's the way I did it with very few nodes.
Or with a normal map.
Thank you for providing a simpler implementation.
I was in the middle of developing an advanced MatCap system (that orients the texture toward an arbitrary point-light) when I shot the tutorial. I should have simplified my approach for the tutorial, but evidently didn't.
i started to look into maxscript a bit over the last few weeks - wasnt as bad as expected ..
So at work the idea came up to get some better default values for various tools in max - as it's saved values have nothing to do with the current selection. Who has not experience exploding insets - way too large chamfers and what not..
Extrude, Chamfer etc were all quite simple to do - inset was a bit trickier though.
The tool act as a replacement for the dialog of each tool - as it really just calculates some values and opens up the default dialog.
For each operation exist two macroscripts to allow for easy hotkeying both directions ex. to bevel inwards or outwards
My interest is piqued by this. We've implementated a pretty blunt batch cooker\renderer which is great (if a bit slow)
If you don't mind could you reveal how you're getting the list of dependent graphs? I wasnt aware of any way of digging into an sbs from the outside.
Unless youre looking through the files as text?..
Replies
Not sure if I'm allowed to post pics C# also planning to support stuff like finding all graphs which have a dependency on another graph etc (plz god thankyou for adding dependency tracking Allegorithmic)
dl link
Didn't really build with too much a use case in mind, except for a procedural stylised piece I'm doing at work but it could be useful for doing hair alphas at the very least
I've been working on a tool to help me make texture altases.
[vv]126382588[/vv]
Have a look at this link if you want to try it out: https://vimeo.com/126382588. Cheers!
that looks impressive, man!
This looks great, but what makes it a Maya 2014 and up? I'm still on 2012 and would love to use this tool.
So is it 2014 and up because it is untested on lower versions? Or is it because it has a pyside requirmeant?
And feel free to port this to Max at some point.. I'd pay for a good atlas generator, the aforementioned script is all kinds of buggy.
Interesting suggestion cgtSwing. I'll have a look at the slicing feature too. Agree that it would be handy.
Oh my god, this is the coolest. Have you published the code for this on git or something similar? I would love to see a game done in this style.
Not exactly the same, but very similar: http://dukope.itch.io/return-of-the-obra-dinn
Yep! I have it up here
https://gist.github.com/DEElekgolo/20e19c0bc137867fe864
It looks great! Is there a realese version somewhere to test it out?
I've got a few more kinks to work out and then it should be ready
This tool looks pretty time efficient, would love to try it!
good stuff!
Brilliant idea!
This should help solve my little problem of losing all the materials while exporting 3DS and OBJ files from C4D to 3DX and iC6!
Very keen to give it a whirl!
Thank you!
Wrote a ExportPrep script to do the same thing back when I worked with Unreal 2. I updated a while ago when the made the switch from .ASE to .FBX.
Use the JEEWIZ (Just Export Each Wizard) button. Exported files do to the max export folder "C:\Users\firstName.lastName\Documents\3dsMax\export\Teapot001.fbx".
Also does a bunch of other stuff for getting assets ready for export as the name implies.
You can download it here
http://www.polyleaf.com/index.php/products/
or here.
http://www.scriptspot.com/3ds-max/scripts/export-prep
For more details: http://blog.leocov.com/2015/05/preview-lctexturesaver-30.html
Requires command line p4 and that your client spec is set up correctly
I implemented the Mandelbrot set in MAXScript using cubes (instead of pixels).
It has no utility - I just did it for fun.
There is a tutorial on my process here: The Mandelbrot Set (MAXScript Fractal)
Python is pretty well documented for maya and there are alot of resources for learning it(not sure on max). Chad Vernon's blog has some very good tutorials that might be useful http://www.chadvernon.com/blog/resources/python-scripting-for-maya-artists/
Also another good way to learn is to pick through other people scripts and break them to figure out how and why they work
Oh wow, thanks a ton for this!
Photoshop actions aren't really flexible enough to get the job done.
Does anyone know of such a plugin or would perhaps be interested in such functionality? I think it's obvious that this would be very useful.
Got permission to post some images and talk about it publically! Sorry for all the hidden/removed stuff...
[ame]https://www.youtube.com/watch?v=KZj_tTH2MRk[/ame]
Looks really impressive and very useful when you're juggling a game load of assets
+1
We (Allegorithmic) provide a framework in case an engine needs a way to read direclty sbsar files. It discussed on a per-case basis however. That's how marmoset was able to read sbsar file in Toolbag 2. Contact us by e-mail if you want more info about that.
aaaand i guess the other tech arty stuff i'm doing is that i'm trying to write a little program that will take in an image, and convert it linear <> sRGB (either direction, user preference) and spit it out again. hopefully with batch conversion eventually.
That will be a cool tool Lee
[ame]https://www.youtube.com/watch?v=WMTAz79QHfI[/ame]
I've made a tutorial on implementing MatCaps in Unreal Engine 4. It's probably not the most useful thing to have in a game engine, but I thought it would be a worthwhile endeavour non-the-less.
[ame]https://www.youtube.com/watch?v=OwA5qhQiRfg[/ame]
I'm still getting used to making tutorials. It would be interesting to hear what is lacking in my presentation method ― I want to improve!
Also, sorry about the audio quality. I had to be pretty aggressive in removing the noise of my Alienware laptop fans.
If you want to implement MatCaps into any other program, here are the formulae for your reference: http://maxwell3d.net/2015/07/matcaps-ue4-tutorial/
Nice work and great tutorial, but to me it seems like a very complicated approach? Lots of potential trig instructions in there. Any specific reason for this? Maybe I missed something...
Here's the way I did it with very few nodes.
Or with a normal map.
Thank you for providing a simpler implementation.
I was in the middle of developing an advanced MatCap system (that orients the texture toward an arbitrary point-light) when I shot the tutorial. I should have simplified my approach for the tutorial, but evidently didn't.
Thanks again for your comment. :thumbup:
So at work the idea came up to get some better default values for various tools in max - as it's saved values have nothing to do with the current selection. Who has not experience exploding insets - way too large chamfers and what not..
Extrude, Chamfer etc were all quite simple to do - inset was a bit trickier though.
The tool act as a replacement for the dialog of each tool - as it really just calculates some values and opens up the default dialog.
For each operation exist two macroscripts to allow for easy hotkeying both directions ex. to bevel inwards or outwards
here's a gif showing inset -> chamfer -> bevel
My interest is piqued by this. We've implementated a pretty blunt batch cooker\renderer which is great (if a bit slow)
If you don't mind could you reveal how you're getting the list of dependent graphs? I wasnt aware of any way of digging into an sbs from the outside.
Unless youre looking through the files as text?..
Edit..
Nm, read the rest of the thread
Get it below:
Commercial: http://www.creativecrash.com/maya/script/nightshade-uv-editor-pro
Non-commercial: http://www.creativecrash.com/maya/script/nightshade-uv-editor