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Substance Painter Integration #4283
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…n Substance Painter
maybe silly question...I have only Steam edition of the Painter. Do you think it will work anyway or we need proper Adobe package? |
Good question. I have no idea actually - I suspect it should. Steam mentions it only has updates until end of 2022. Painter build 8.2.0 I tested with came out beginning of December 2022 so I suppose it would have that update too. |
Ok, I have just my private (for my projects) steam edition and what worse its even old one :) I have configured it in OP settings and it starts normally via OP Launcher however the OP menu doesnt show up in UI... Is it chance to get it working even in this older ver or complete scifi and I need at least 8.x version of Painter? Let me know and I will resolve this with @mkolar if needed! |
…t functional; doesn't integrate yet)
Here are some previews of a very early WIP setup for publishing textures. Not fully functional yet: Be aware that there's still the Qt StyleSheet issue so the UI might be a bit odd here and there!!! Still trying to find a better way in Substance Painter on how to get all available export preset in Python. Also still trying to define the right "family" for publishing textures/images as a group, somewhat related to this Texture Sets publishing discussion. Would love input on this! |
@LiborBatek I believe it should work with that version too - however, you might need to enable the plugin first under the Python top menu entry. Does it show the plug-in there? It's like this screenshot: I'll look into ways of maybe forcing it to enabled on first run. E.g. check user preferences if there's anything regarding the preferred plugin load state - if not, then load it. |
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Looks cool. Can we test it @LiborBatek ?
@antirotor we need license for Adobe Substance to test it....I have only my Steam edition of older Painter 7.4.3 which doesnt work with OP. No OpenPype plugin shown in the addon menu... Will be on it asap.... |
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@moonyuet @ddesmond @gabormarinov @maxpareschi @fabiaserra @kekefreedog If any of you are using Substance Painter in production or have experience with it then it would be super if you're able to test this PR whether it works as you'd need for your production cases. Being able to comment now before we get into merging this PR would make sure the core functionality fits your production needs. |
There are still some questionable things too speaking of Substance integration... the core is functional tho!
Loving it so far! |
Correct. The output behaves according to the output templates for the subset. If you need to preserve the source name I believe you should define a custom template and use the As far as I'm aware this is "true" to how the naming of the files should work by default. Right @mkolar @iLLiCiTiT @antirotor ?
That's definitely something to investigate - thanks. I'll look into it. But in your Maya you are using the Maya OCIO config and that is almost 100% certain not the OCIO config you're using in Substance Painter. It seems your Maya isn't correctly color managed to the same OCIO config. This only shows more and more that at least managing For now could you try manually setting the same OCIO path as Substance Painter ended up using in Maya to ensure it has access to the exact same color space names. I think maybe the color space is slightly different named in the Maya config, maybe
What a rollercoaster of emotions there. Thanks for testing, and great to hear it's working. |
Speaking of color profile in SubstancePainter using OP integration/Launcher ... my settings looks like this (this time Im not relating to maya issue more just a note how things are set right now in Substance) So I guess its the OP dictating the OCIO config file / and required color profile (acesCg) - so user cant change it accidentaly right? All managed through OP Settings right? I also understand the OCIO issue in maya as you described it. So I guess right now its more of a problem that So manually setting the same OCIO config file solves the maya issue and all working normally/predictably! |
So in the end, all core functions is working well! Now if any other users suggestions arises... @BigRoy Welldone, man! |
It should be, yes. If not working correctly then it's an issue on the Maya side which MIGHT be solved with #4700 but it might be best to report it in that PR if the OP setting doesn't correctly propagate into Maya for you so it could be resolved with that PR.
That's great. Maya's OCIO config has Thanks again for testing! |
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Seems to me that this might be ready for merge right?
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@mkolar I think this is pretty much ready to merge. However I've placed some comments now that I thought would be good to highlight before we do so.
Brief description
This implements a part of #4205 by implementing a Substance Painter integration
Description
Status:
AddLastWorkfileToLaunchArgs
prelaunch hookAdditional info
Substance Painter Qt Stylesheet
Substance Painter has quite a lot of styleSheet overrides on its own QApplication which do mess a bit with the one for the OpenPype tools as mentioned on Ynput discord - here's a rough stylesheet export of what Substance Painter applies.
Some style sheet changes were done in this PR to avoid the worst offenders to make the UI look quite similar to other DCCs - yet there are still some differences. And likely the changes made aren't done correctly either.
Having Qt Windows open during shutting down of Substance Painter will shut down incorrectly
If any of the Qt tools remain open when shuttig down Substance 3D Painter then the next time it'll launch it will start with a Bug Report pop-up saying "Substance 3D Painter didn't shut down correctly."
Not entirely sure how to best close down all OpenPype tool UIs on Substance Painter shutdown to avoid this issue.
This can also be reproduced by running this in Substance's Python Console without OpenPype:
Publishing gets slower over time
It seems that Substance Painter and printing/logging gets much slower over time when there are many logs present. This means that when you've published many times in one session you'll definitely notice the publishing being slower. This is solved by opening a Log window and clearing the log, then everything is much faster again.
A potential workaround to look for in the future is to either Clear the logs regularly or just print/log much much less information into Substance Painter itself and keep it solely to the Publisher UI as described here.
Testing notes:
I tested on Windows with Adobe Substance Painter 8.2.0 build 1987
Note: You might need to enable the OpenPype Integration plug-in at the top menu "Python > openpype_plugin"