Substance Designer file parser in python. The tool combs an entire Substance library, pulls important information 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:
Nice! Ive been contemplating trying to implement something similar. Do you have any any pseudo-code I could peak at?
Not really anything that would be worthwhile I don't think, the code is a basic a XML parser. The complicated part was kind of reverse engineering the XML. I made a really simple Substance file, and made a change to it to see where that info is stored. Renaming things, moving things around, breaking it, then fixing it, and just poking around haha.
creating some spline cutting tools for max resulting in having to implement better polygon triangulation than the standard max offering.....
max retriangulate on the left, new implementation on the right..... not without it's issues, works in 2D so may have issues with some non planar polys. It also has difficulties with duplicate points so it the 2 pairs of "end" verts are welded it makes a hash of it. But for my purposes should work well.
creating some spline cutting tools for max resulting in having to implement better polygon triangulation than the standard max offering.....
max retriangulate on the left, new implementation on the right..... not without it's issues, works in 2D so may have issues with some non planar polys. It also has difficulties with duplicate points so it the 2 pairs of "end" verts are welded it makes a hash of it. But for my purposes should work well.
Viewport, showing the base mesh, some control particles and a blender smoke simulation to create the bottom fog:
The project is open source, I'll push some updates to my github (https://github.com/jaelpark/droplet-render) every now and then. No documentation or anything yet, though.
some simplified controllers and custom object for track rig.... A custom "rotator" object keeps the rotation as a parameter not as transform then "spoofs" the display to show the net result. It also has a specialized manipulator so the rotation can be changed in the viewport even though it's a parameter. This object has a companion controller to convert the param to float (so can be used to controller a rotation) The rig uses both a custom path constraint and a combined lookat/position constraint transform controller both simplifies the rig and gives approx 20% performance gains over the native max controllers. There is no parameter wiring, script controllers or expression controllers in the rig btw. Also the reason for a custom path constraint is to have a path constraint that doesn't use keyframes on path percentage track but uses the rotator object to drive it's position on the path
I made a Maya baking interface that
uses Substance Batchtools for the main baking process and then
Imagemagick for some additional functionality not available in
Substance.
The
goal of the tool is to streamline and minimize baking setup time, also
to get rid the need to ever leave Maya to bake. From my benchmark
timing tests it takes me about 6-10 min to setup a bake in Knald,
xNormal, Designer, or painter and even more time if you need to do test
bakes or rebakes as you work. My tool cuts that time down to less 20
seconds, and that includes making the cage, exporting meshes, and
naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures
imported into it. Also supports an already existing painter file.
Bardler: that looks amazing. I love keeping things simple by working only in maya, but it's bake tools are terrible compared to the rest. Any chance that'l work with maya 2014?
depth vertex colour shading plugin, works by interpolating as the distance from the center point or line with a start and end range (show by the gizmos) gradient has several options linear, ease in, ease out, ease in ease out and custom curve. the demo plane is 200x200
I have improved Blender Game Tools, i have added new way and much faster way to do hard surface modeling and improved the Game Asset Generator script. It will now give you a better envelop of all your meshes to remove intersections and also generates dust on your model automatically. What 3D game artists does in 10 hours manually it does than in few seconds! There is also tons of other tools that i will show in a future video, you can also check my older video on Vimeo.
Post RBD Sim Cleanup Tool - HOUDINI (Optimization)
This video demonstrates the purpose and effectiveness of the tool made on cleaning RBD Destruction Simulations (Houdini) to be used in Game Engines. In this case, I am targeting Unreal Engine. Check out the video and let me know what you think!
Hey Guys, not a long time, and i come back to you with my own solution to work with Zbrush/ZGametools and Photoshop.
Smart and limitless features, you control the entire build process in Photoshop and automate all the task you want.
you can create your own library of functions so easily and its portable for easy reuse.
Here is a video i made few days ago to show how to use the AppendSDk
function and hook the Main script process to extend, customize and
automate the loading process in photoshop.
Working on a node for Substance Designer that can take a black and white mask (from a bitmap too) and generate a random luminance mask as well as random opacity mask. It's much like getting luminance variations for something like Tile Sampler node, but will work on any input mask. It may not seem that much, but it wasn't possible before in SD.
its basically a normal color palette. This project was more of a little playground for toying with typescript and photoshop and three.js. Because well ... I like type safety - as JS is just meh. The primitves are rendered in 3D - the resolution of the mesh can be changed with the slider. The colors get fetched through a little back and forth with html canvas. Never touched this stuff - so it was interessting enough to keep going
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials.
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials.
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials. *pics*
Wanna zoom in on that modifier stack just one time for me?
Wanna zoom in on that modifier stack just one time for me?
Great job lol
Of course! If you want to know more about this one of my mates told me there are some tutorials on youtube about displacement stuff, just google away I guess, anyway:
FFD is of course used to change the overall shape, the displace maps up top are for micro-detail, the other for the overall shape and the "damage", the noise is mainly there to offer some more random parameters. I use a box with spherical because when I used a cylinder the pole on top messed up, you need nice quad geometry for it to work nicely.
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
I'd love to take a look at that too! Seems very usable/practical.
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
Looks great but also pretty similar to what the RockGenerator script is doing or am i overlooking something?
Uh, haven't used it but it looks like it yea. As I mentioned there are a bunch of similar tools, this one is just more build for my preference ^^
I've tried to simulate clear-coat material in Unity. I made non-coated version of carbon fibre using Substance Designer (right), then extended Standard unity shader by adding another pass to render coating over it (left). Here is the result:
Replies
sbs_start
{'FILE PATH': 'DRIVE_LOC_HIDDEN/Metal_Steel_Light_Wear_01.sbs'}
{'LOCATION:': 'DRIVE_LOC_HIDDEN/Metal_Steel_Light_Wear_01'}
{'FILE NAME': 'Metal_Steel_Light_Wear_01.sbs', '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/Bard_Normal_Overlay.sbs']}
{'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']}
{'EXTERNAL RESOURCES': []}
{'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]}
sbs_end
max retriangulate on the left, new implementation on the right..... not without it's issues, works in 2D so may have issues with some non planar polys. It also has difficulties with duplicate points so it the 2 pairs of "end" verts are welded it makes a hash of it. But for my purposes should work well.
Any chance you could add support to it?
http://polycount.com/discussion/179622/brusherator-for-photoshop-cc-a-panel-with-brushes-and-more#latest
It's nice and I'm sure you'll get extra business from all the LT users.
Here, just the eye color is changing, but they are a lot more parameters. You can read more on the shader with this article on my website : http://ellenack.com/2016/10/22/easy-eyes-out-soon/
Tonemapped+composited render:
Viewport, showing the base mesh, some control particles and a blender smoke simulation to create the bottom fog:
The project is open source, I'll push some updates to my github (https://github.com/jaelpark/droplet-render) every now and then. No documentation or anything yet, though.
From Spritesheet to Animation (with multi row sheets working )
From Animation to spritesheet (define how many frames per row you want as well)
And Onion skinning in frame by frame timeline
Hoping to make some more (and even extend some more functionality to the Anim to Spreadsheet in the next bit as well)
http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop
some simplified controllers and custom object for track rig....
A custom "rotator" object keeps the rotation as a parameter not as transform then "spoofs" the display to show the net result. It also has a
specialized manipulator so the rotation can be changed in the viewport even though it's a parameter. This object has a companion controller to convert the param to float (so can be used to controller a rotation) The rig uses both a custom path constraint and a combined lookat/position constraint transform controller both simplifies the rig and gives approx 20% performance gains over the native max controllers. There is no parameter wiring, script controllers or expression controllers in the rig btw. Also the reason for a custom path constraint is to have a path constraint that doesn't use keyframes on path percentage track but uses the rotator object to drive it's position on the path
The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing tests it takes me about 6-10 min to setup a bake in Knald, xNormal, Designer, or painter and even more time if you need to do test bakes or rebakes as you work. My tool cuts that time down to less 20 seconds, and that includes making the cage, exporting meshes, and naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures imported into it. Also supports an already existing painter file.https://youtu.be/euQw6IYe6Nw
https://youtu.be/Sj30V6qvg9o
depth vertex colour shading plugin, works by interpolating as the distance from the center point or line with a start and end range (show by the gizmos) gradient has several options linear, ease in, ease out, ease in ease out and custom curve. the demo plane is 200x200
More info in Gumroad description > https://gum.co/FrKTc
https://gumroad.com/l/brushbox
All the info in Gumroad description for the product > https://gum.co/wIQWA
What's new in v2.0 >
Features overview (v1.0) >
This video demonstrates the purpose and effectiveness of the tool made on cleaning RBD Destruction Simulations (Houdini) to be used in Game Engines. In this case, I am targeting Unreal Engine. Check out the video and let me know what you think!
PS: This is my first post on polycount ever!
Smart and limitless features, you control the entire build process in Photoshop and automate all the task you want.
you can create your own library of functions so easily and its portable for easy reuse.
https://www.youtube.com/watch?v=ci1cEFXmMQ8&t=11s
Here is a video i made few days ago to show how to use the AppendSDk function and hook the Main script process to extend, customize and automate the loading process in photoshop.
https://www.youtube.com/watch?v=k7UVn3_3dDY
I hope you like
I am working on a tool that bakes a normal map to soften the hard edges of my models.
Two Models:
First iteration of the node already released and can be downloaded for testing and discussed here:
https://forum.allegorithmic.com/index.php/topic,5158.15.html#msg62947
Dude, I've only wanted this since the beginning of time. That's nuts, thanks for sharing.
its basically a normal color palette. This project was more of a little playground for toying with typescript and photoshop and three.js. Because well ... I like type safety - as JS is just meh. The primitves are rendered in 3D - the resolution of the mesh can be changed with the slider. The colors get fetched through a little back and forth with html canvas. Never touched this stuff - so it was interessting enough to keep going
vertical/horizontal symmetry (no hotkeys)
custom symmetry planes
Great job lol
FFD is of course used to change the overall shape, the displace maps up top are for micro-detail, the other for the overall shape and the "damage", the noise is mainly there to offer some more random parameters. I use a box with spherical because when I used a cylinder the pole on top messed up, you need nice quad geometry for it to work nicely.
Awesome! Is this a tool you can release?