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…
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..)
@gnoop look into Imagemagick, I think it's exactly what you're looking for. Commandline scripting to run a bunch of commands on many images. Graphicsmagick is a supposedly more modern fork, worth a look.
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.
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…
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.…