BennyKok / Taper

A Blender 2.8 addon, mostly speed up the workflow across substance painter & untiy
MIT License
11 stars 1 forks source link

Several feedback from testing version 0.0.5 #1

Open shuanghenyanshang opened 3 years ago

shuanghenyanshang commented 3 years ago

Test results: plug-in version 0.0.5, software version 2.92, mainly test the bridging function with Substance painter (hereinafter referred to as SP), it seems that there are several details that need attention:

1: The project transferred to the SP needs to be saved as a blender project, and cannot be transferred if it is not saved

2: In SP, you need to export textures so that the items in blender can also have image textures

3: Blender objects need to be assigned to the material node before being transferred to the SP, otherwise they cannot be directly transferred back using the plug-in. It is also not feasible to add material nodes in Blender after the work of SP is completed. In this situation, I tried two methods: manual texture mapping / another is to re-import the SP into the plug-in, which seems to solve the problem.

4: The only thing that seems to be problematic is that when using the plug-in to import the texture materials that SP has prepared, it seems that only the metallic texture and base color texture can be imported, and the other textures have not successfully entered the blender.

Finally, thank you very much for being able to develop this plug-in, thank you~

BennyKok commented 3 years ago

yoyoyo @shuanghenyanshang , thanks for leaving feedbacks, I never thought there would be other people actually looking at using this haha.

You are right about from 1 to 3, here is some extra notes 1) Since the sp + texture export path will be handled by Taper, saving the blender project gives access to the relative file path for saving the sp project 2) By default, a texture export path will be sent to sp, so by doing a quick export (ctrl + shift + e and press export), the textures should go to the right path 3) Each model should do a quick UV unwarp and assign a material since the texture lookup with "Pull Textures" depends on the material slots data, most of the time, just close SP, and press "Send To Painter" again should update your model in SP, btw the SP project path will be also sent to SP, so by just pressing ctrl save in SP will save to the managed path, and next time you send to painter, the same file will be opened. 4) In theory, the textures should be mapped correctly if you are using the default output template in SP. under the hood, Taper referenced the texture slot mapping code heavily from Node Wrangler, so the result should be similar.

Other than this, the second major use case of this addon is to export stuff quickly into Unity, and I have got a unity c# editor scripts to map the SP textures to Unity with one click, in case anyone else seeing this, let me know if you are interested at that scrip, and I can post it somewhere.

Thank you for trying out!

shuanghenyanshang commented 3 years ago

Sorry, I only saw the email reply now. Because I haven’t used UNITY for my learning progress, I may not be able to test it~ But I may have the opportunity to try it in the future. I look forward to your work.

------------------ 原始邮件 ------------------ 发件人: @.>; 发送时间: 2021年3月15日(星期一) 晚上8:58 收件人: @.>; 抄送: @.>; @.>; 主题: Re: [BennyKok/Taper] Several feedback from testing version 0.0.5 (#1)

yoyoyo @shuanghenyanshang,感谢您留下反馈,我从没想过会有其他人真正在看使用这种哈哈。

您大约是1到3,这是一些注意事项

由于sp +纹理导出路径将由Taper处理,因此保存Blender项目可以访问用于保存sp项目的相对文件路径。

默认情况下,纹理导出路径将被发送到sp,因此通过快速导出(ctrl + shift + e并按export),纹理应转到正确的路径。

每个模型都应该快速进行UV扭曲处理并分配材质,因为大多数情况下,使用“拉纹理”的纹理查找取决于材质插槽数据,大多数情况下,只需关闭SP,然后再次按“发送至画家”即可更新您的模型SP,SP项目路径中的SP也将发送到SP,因此,只需按Ctrl中的ctrl保存将保存到托管路径,并且下次发送给Painter时,将打开相同的文件。

从理论上讲,如果在SP中使用默认输出模板,则纹理应正确映射。在后台,Taper大量引用了Node Wrangler的纹理插槽映射代码,因此结果应该相似。

除此之外,此插件的第二个主要用例是将内容快速导出到Unity中,并且我得到了一个统一的c#编辑器脚本,只需单击一下即可将SP纹理映射到Unity,以防其他人看到此情况,让我知道如果您对此股票感兴趣,我可以将其发布到某处。

感谢您的尝试!

- 您收到此邮件是因为有人提到您。 直接回复此电子邮件,在GitHub上查看,或取消订阅。