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Showing content with the highest reputation on 02/09/2018 in all areas

  1. Edit 2017: Renamed topic from "Substance Painter Exported Texture Importer (SPETI)" to "SPETI and TINA" The original post was made for Substance Painter textures, but as it applies to any kind textures the plugin has been split off into 2 "versions", read more here -obsolete link deleted- Original message below and on next pages will still refer to Substance Painter. <end edit> Working with Substance Painter for texture creation I found it a waste of time to manually create each material from the numerous exported textures. Looking at the main character for my short story I had to import 18 texture sets (each 6 bitmap files). Knowing that many more objects had to be textured in the future, I soon started to look how to automate this material creation. For this I looked into scripting, and soon decided to make a plugin, which I could have named "Substance Painter Artistically Generated Exported Texture Importer". But went for the simpler "Substance Painter Exported Texture Importer" instead, SPETI for short. The main purpose of this plugin is thus to create materials from scratch, using the generated textures from Substance Painter as input. Or, in my case, to update the already prepared materials (having only the color channel activated). Since development has only been started, many more features have to be implemented. One of which is the configuration panel were users setup how the Substance Painter textures are to be mapped. Currently, the configuration is very basic, and matches with my workflow. More detailed explanations soon to come. Enjoy! Latest version v1.2 runs on R17 - R23 ... available in the download section.
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  2. While working on the 0.3 version I realized my current vision to allow for different workflows was wrong. I dropped this 0.3 version and changed the whole concept. Although the new version has a completely different look, it still contains the main ideas of the original one, but better integrated into a single workflow. While so many things have been added it could almost be seen as being close to final release, and might be called a 0.98 version. But since it got numbered 0.4 when I started that's how it will be named. The main window of the plugin still contains an Assign and Configuration tab. Their purpose has not changed since previous versions. The main difference with previous versions is that the list of texturesets can now display more information. The textureset can be expanded to show the different image files associated to the textureset. A colored bar in front of the image name indicates the status of the image in relation to the chosen preset (see Config tab). A green bar indicates the image file is available in the provided path, while red indicates the image file is required but missing. A yellow bar indicates the file is present but not required by the selected preset. At right of the textureset name a yellow rectangle with question mark does indicate that there is no matching material currently present in the scene. A new material will be created when you press the Import button. If no such yellow rectangle is displayed, this means a matching material is already available, and it will be re-used and updated when importing the textures. Next, the preset name is used which will be used to map the different image files into the different material channels (see Config tab). The preset can be selected "globally" for all texturesets, or it an be selected individually per textureset (right mouse click on the individual preset name, see third image). By default a single preset is provided (named Default). Users can create their own preset (see Config tab). Right of the preset name a red rectangle with exclamation mark indicates that image files are missing, depending the chosen preset. I'll provide Config tab explanation later. < removed obsolete file >
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