stilobique / substancebridge Goto Github PK
View Code? Open in Web Editor NEWBlender Addons, bridge between Substance and Blender.
License: GNU General Public License v3.0
Blender Addons, bridge between Substance and Blender.
License: GNU General Public License v3.0
In order to bake Material ID maps in Substance Painter from Blender, the option to export in .fbx is a must. There are add-ons like IDMapper that make assigning surfaces with vertex color information easy, but this vertex color information doesn't transfer with the .obj format making this add-on useless for baking ID maps in Substance Painter from vertex color information.
Check if all object on a Texture Set List use a same Texture (UV View Blender) however the script create an another Texture Set List.
The UV Texture Set list are apply to all Substance Project, not only the txture set list.
If the mesh contains a multi uv map (lightmap), the bake don't work correctly
It's an huge feature, adding a Batchtools support to bake directly into Blender and export all bake map. A lot of thing can be create to optimised this workflow :
This support bring a bake tools.
More information to this tool on Allegorithmic documentation.
Check all transform, if an object use a negative scale, the rendering are incorrecte.
If a .blend has a Substance Project, create a new Project keep the old .spp path.
Add a debug tool, an simple option to see all Texture Set list in viewport.
Why not add a color picker to change directly Diffuse color into Substance Bridge panel.
The Substance panel are present with all mode (vertex paint, texture...) and is not necessary. Not to be clear.
Adding a solution to duplicate an object and adding an UV offset to 1.
Change the obj name, Substance Painter use this name like a variable to export all texture
Improve the er-export feature, find a way to check if the .spp as open, saved-it closed and re-opened. The Substance Bridge Max can be check.
The Texture set list use a project name, but i can't make an another name, the script create automactily an new material with the project name.
If i add a mesh to a existeing Sbs Project, the new mesh don't apply all material.
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