Open EDGE-ELITE opened 4 years ago
Substance is a proprietary format so i have doubts integration is even possible on a open source program let alone if it's worth the time investment/maybe if it was a tool like Material Maker which is FOSS and has an easy to understand JSON format then maybe but you would have to factor in a lot of features armorpaint simply doesn't have right now, it's a good idea to have something like that but it seems to not be ideal to do right now.
Substance is a proprietary format so i have doubts integration is even possible on a open source program let alone if it's worth the time investment/maybe if it was a tool like Material Maker which is FOSS and has an easy to understand JSON format then maybe but you would have to factor in a lot of features armorpaint simply doesn't have right now, it's a good idea to have something like that but it seems to not be ideal to do right now.
That's a fair point. The idea stemed from this Blender addon: https://blendermarket.com/products/sublender-substance-for-blender (and others like it) The addon seems to allow blender to use SBSARs and modify them. It also states "Substance Automation Toolkit is now NOT required anymore." in the description, though if the aforementioned toolkit could allow integration with ArmorPaint, it could prove to be a good sales pitch (I know its technically free, but I still bought the exe builds version! 😊)
Like I said previously though, it was purely a question of intent, not a request. I'm far more intrigued about the change logs.
Hello, apologizes for the delay! I update the changelog at https://armorpaint.org/notes with the more notable changes for each new build, but there is no way to tell apart the most recent changes right now. Thanks for pointing that out, will address that and highlight the newly added items to the list to make it easier.
(There is a way to see every commit pushed as well but there is a lot of noise so it's also not ideal & time consuming..) https://github.com/armory3d/armorpaint/commits/master https://github.com/armory3d/armorcore/commits/master https://github.com/Kode/Kinc/commits/master https://github.com/armory3d/zui/commits/master https://github.com/armory3d/iron/commits/master
Adding support for SBSAR files by creating an ArmorPaint plugin powered by Substance Automation Toolkit (or maybe Substance Designer directly like the linked Blender addon) should be straightforward. The process would look like this:
Hi there Lubos,
I wondered if I could shoot a few questions your way. I've seen the milestone/road map change log for major releases (0.7, 0.8, etc) of ArmorPaint, however I wondered if there's a change log for each update to binary-build of ArmorPaint? I'm intrigued when I see the application notifying me of a new update but sometimes it's tricky to see what the changes are (the new RGB node properties are great!)
Secondly, I've recently purchased Substance Designer (though I'm more than happy with ArmorPaint's progress so I'm using that for my texture-painting). I wondered if adding support for SBS/SBSAR files was one of your plans later in ArmorPaint's development? This isn't necessary at all as exporting/importing PBR maps into ArmorPaint is simple enough - it's purely just a curious question!
Thank you and keep up the great work! -R Dawson