Here is a quick code snippet for calling a Python script from Substance Painter and parsing the results. The in/out is very simple, but serves as an example of using the alg.subprocess.check_output function to bridge the JS api and your own Python scripts. // This can be called from the QML UI, or elsewhere in the plugin code. function GetAllFilesInDirectory(root) { if (root == undefined) return; // I put my scripts in a relative path to keep my plugin tidy. var script_path = "Scripts/FileUtils.py"; // Gathering files var ret = "NOSTRING"; try { // The arguments are used as parameter inputs to the Python script. This requires some planning // and well communicated conventions, but works well enough. ret = alg.subprocess.check_output( [ pypath, // Absolute path to interpreter. script_path, // Relative path to the py script. "log_files_of_type", // sys.argv[1], in this case the python ...
Super quick check-in. Hello world! For the last year or so, I've been working with Echtra Inc. on a great project as a Tools Engineer/Technical Artist guy. The project is using the Unreal Engine, which I like more and more every day. On Windows, C++ plus Visual Studio Pro and Visual Assist is a great combo, and I happily churn through my daily tasks without fighting the tools too much. Not so on my Mac at home. Programming in Unity on a Mac is great! Mono Develop isn't amazing, but it isn't terrible. But Unreal on a Mac. I want it to be fun, I want it to be possible, but I just can't get myself to like, let alone enjoy, XCode. On that, for anyone thinking "well, you could just use blueprints..." etc, I feel it's too much of a shackle to not be able to just dive into the guts of it. C++ or bust. So anyway, I recently adopted PyCharm at work and really enjoyed using it for my Python tools. I noticed that JetBrains also made an IDE called CLion , and they ...
This is a technique to get the Vertex colors from your model baked to a texture using a Mental Ray bakeset. One method of getting vertex colors from a mesh to a texture is using the Paint Vertex Color tool's 'export' option under 'attribute maps'. This is pretty good for higher poly models, but falls apart on low poly models that might have vertex colors assigned per face rather than per Vert. On these models, the results will look muddy, as there are not enough verts to carry the info. The other draw back of the Paint Vertex Color tool's export option is that it has no texture padding built in, so whatever colors you get out will be riddled with seams. I like to use the Mental Ray bake sets to get lighting and color information from Maya to Photoshop. Although it doesn't handle vertex color straight off the shelf, its pretty easy to set it up by making a shader that reads the model's vertex colors. On left- Sharp details preserved, padding enabled. On r...
Comments
Post a Comment