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Where is an updated Substance Automation Toolkit that supports the latest Substance Designer 12.2+ and 12.3? It's been 7 months and 4x version later for Designer, and still we can't update because there is no compatible Automation Toolkit that supports the latest Desinger releases. That's a very slow turnaround and a long time to leave customers stuck on an older version of Designer for compatability reasons with Automation Toolkit.
"Substance_Automation_Toolkit_Pro-12.1.0-1081-msvc14-x64-adobe.zip"We obtained the above version in-house but the installer was not included. To install the latest version on a PC (Win) that has not previously had AutomationToolKit installed, we need to directly install"pysbs-2022.1.0-py2.py3-none-win_amd64.whl"Can I just install the above from the command?
Hello Experts,When we are testing with SAT following the sample from the document:https://substance3d.adobe.com/documentation/sat/samples/texture-matIt returned the error:The package /Volumes/Data/Substance Automation Toolkit/samples/texture_mat/steel_battered.sbs has been created with an older version of SBS format (1.1.0.202005 / 1.1.0.202005), which is incompatible with the one supported by the API (1.1.0.202201 / 1.1.0.202201). It looked like an error regards to SAT version, So we tried to fix this via subsupdater: ./sbsupdater --input /Applications/Substance\ Automation\ Toolkit/samples/texture_mat/steel_battered.sbs --alias sbs:///Applications/Substance\ Automation\ Toolkit/resources/packages/ --output-path ‘{inputPath}'./sbsupdater --input /Applications/Substance\ Automation\ Toolkit/samples/texture_mat/terracotta_glossy.sbs --alias sbs:///Applications/Substance\ Automation\ Toolkit/resources/packages/ --output-path ‘{inputPath}'./sbsupdater --input /Applications/Subst
Hi,I am new to this tool and have the Substance Designer installed and want to test it end to end by getting the Substance 3D Automation Toolkit for mac. However for the life of me, I cannot find the location where I can download the installer, can anyone help? Thanks
I've been having an issue with the sbscooker (SAT 11.3.3). While processing sbs files with SAT the sbs file can get into a state where the sbscooker is erroring out on the file and I've narrowed it down to two nodes, the "Ambient Occlusion (HBAO)" and the "switch_grayscale" nodes. When I try to convert this graph to an sbsar, I get the following error: % sbscooker broken.sbs [WARNING][Cooker]Can't find subgraph: Subgraph Url: pkg:///switch_grayscale?dependency=1446671787 From Graph: pkg:///221749_layer0_axf_to_pbr?dependency=1446673841 [2] [ERROR][SBSCooker]Can't find subgraph: Subgraph Url: pkg:///switch_grayscale?dependency=1446671787 From Graph: pkg:///221749_layer0_axf_to_pbr?dependency=1446673841 [ERROR][SBSCooker]Cooking fail [Error 13] Using --includes or --alias and pointing to the "resources/packages" folder doesn't help.However, if I open up sbs file in a text editor and replace the blend switch uid (and anywhere else the id is referenced) to 
Hi,I'm currently working at a studio which runs an enterprise license. This should mean that we have access to the Substance Automation Toolkit bat/whl file. However these files doesn't show up in our admin console which means we can't use SAT.The information about SAT is extremely limited, and even Adobe support seem very unaware that SAT is even a thing, and they have sent us in loops for days. We would love to get our hands on this tool which we have paid for, but find it extremely difficult to do so. Has anybody else experienced this, if so how did you manage to get the toolkit ?ThanksTobias
Hi, I’m running into an issue and I’m still fairly new to using the Substance Designer API so I’m hoping someone can clear things up for me.I’ve attached a simple graph that defines two input parameters: Normal Intensity (normal_intensity) and Normal Format (normal_format).I then have a Normal Sobel node whose intensity and normal format parameters should be driven by the input parameters on the graph.nHowever when I run the following code in Designer’s python console, even though I have the input parameter for Normal Format set to DirectX, when I try to get the value of normal_format it returns OpenGL.import sd from sd.api.sdproperty import SDPropertyCategory # Get the active graph sd_app = sd.getContext().getSDApplication() ui_mgr = sd_app.getQtForPythonUIMgr() graph = ui_mgr.getCurrentGraph() nodes = graph.getNodes() for node in nodes: prop = node.getPropertyFromId("normal_format", SDPropertyCategory.Input) if not prop: continue value_obj = node.getPr
I'm finding that when using pysbs, the sbsDoc method 'writeDoc' (that is, just saving the file) fails if a mesh is linked in the sbs file.I've reduced my code down to just reading and writing the file.from pysbs import context, substance sbsfile = "D:/sat_error_repro/testfile.sbs" aContext = context.Context() sbsDoc = substance.SBSDocument(aContext, sbsfile) sbsDoc.parseDoc() sbsDoc.writeDoc()I've also reduced the sbsfile to an empty package with only an imported cube in it. sbsDoc.writeDoc() always fails. The file format of the mesh (fbx, obj) does not matter. Upon removing the linked mesh, it succeeds. Even stranger is that if I have pysbs create the linked mesh resource (instead of it already existing in the file), writeDoc succeeds. While this creates a workaround in some situations, it overcomplicates tools that should be simple. I'm currently blocked on developing a tool that requires manipulating graphs in a file that has meshes linked i
Hello there, this message is re-posted again from the previous forums as it was not solved. Thanks Hello,We have updated our rendering pipelines from 10.1.3 to the latest 11.1.2 and sbsrender takes almost ~x1.5 to x2 times when rendering.I include two .sbsar files, one exported with version 10.1.3 and other with 11.1.2. These are the instructions for reproducing the timing:(Environment used: Windows 10, PowerShell, NVIDIA RTX-2060)From command line withing a PowerShell, launch the rendering process for outputing the Substance at 4096x4096 using the GPU engine DirectX 'd3d11pc' and with the input.png image as input entry:(NOTE) Please use for input image a 24bits png with resolution 4096x4096 pxThe results for using sbsrender version 10.1.3 (build 3687 commit 0x0f34f9e9): Measure-Command { sbsrender.exe -vvv render --png-format-compression 'none' --input .\Rocky_Ground_v10.1.3.sbsar --engine 'd3d11pc' --set-value '$outputsize@12,12' --set-entry 'input@input.png' } [
Unleash the powerfull of python with the new SAT's PySBS API to create and edit Substance 3D Designer model graph! Learn more: https://substance3d.adobe.com/documentation/sat/release-notes/version-11-3-0 All the changes: https://substance3d.adobe.com/documentation/sat/pysbs-python-api/api-change-log
Designer 11.3.3 and SAT 11.3.3 have received an update of the sbs format, consider updating your sbs files.
sbsbaker didn't seem to provide this option, just working with a fbx file.Maybe there is solution with python api ?
When I use pysbs to cook my mesh to AO.png, I use:// code beginbatchtools.sbsbaker_ambient_occlusion_from_mesh(low_poly_path, highdef_mesh = high_poly_path, output_size=[resolution,resolution], output_format="png",  
Hello! I am currently using the API to try to import a sbsar into a sbs graph. I was originally using graph.graph.SBSGraph.createCompInstanceNodeFromPath however there is one issue. The node it creates/imports includes all of the outputs even if some have their visibleIf = False. So there is a difference in nodes from what would be expected if I opened designer and dragged and dropped a sbsar into a empty sbs graph to what the function creates: the function results in a node with more outputs than the node manually dropped in. I'd like the experience of the latter through the API. Is there a better function to call or any way to mitigate this? Thanks!
Hey! I am creating a logo but i am facing size problem can anybody check the site why logo hight not resize?i try many time but size not reducing I upload many time but same size appear.logo uploaded on https://www.bonnyboots.com/ please check and confirm the solution I shall be very thankful waiting for your help guys.. Thanks Regards:John
I have installed Substance Designer 11.2.2 and am testing it to make sure the automation tools I wrote still work before my coworkers also update. sbsbaker.exe is just gone? Has it been moved, depreciated or replaced with something else? We make heavy use of the command-line automation tools, so this roadblocks the studio from upgrading.
Greetings! I have a question about an interesting behavior that seems to depend on the graph structure when setting the outputsize in sbsrender such as:sbsrender render --set-value $outputsize@w,hIn this case, our goal is to have the graph, and essentially all of the nodes be set to output size inheritance method to "Relative to Parent" so that they can be dynamically modified downstream. Sometimes we may have a template wherein the input is connected directly to the output. But what I note is that in such case, the outputsize as illustrated above is not respected, and the outputs are always 256x256, regardless of the size passed to the command. I made a simple graph to illustrate - here each of these (graph & bitmap) are set to "Relative to Parent":But when I render via: sbsrender render --set-value \$outputsize@7,7 /path/to/file.sbsarI get outputs at 256x256, no matter what size I pass in to the command. However, if I add a modifying node
Hi there, We are trying to generate thumbnails using the batchtools.thumbnail module. We are really excited about that new functionality. Our input graphs contain an accurate physical size, and we would like the tiling on the thumbnail to be true to that physical size. But after running a few tests, the output generated by batchtools.thumbnail.generate() doesn't seem to respond to the input graph's physical size.The documentation mentions that the material_icon_render.sbsar template is based on the PBRrender node. This node has a UV Tiling parameter, which we are hoping could be driven either by:- the input graph's physical size attribute- the input graph's physical-size inputBut we are not sure how the PBRrender node is hooked up in the template. Since we don't have access to material_icon_render.sbs ( we only found the sbsar in the SAT resource folder ), we tried to import material_icon_render.sbsar into a Designer. The tiling doesn't seem to respond to the p
Hi!I am rendering out 1000 images (will be video frames) from a graph that each have a very slight difference for one single input parameter. I use pysbs to accomplish this and pass in my input value for each frame and render. It appears to me that the entire process finishes up and restarts for every single frame... which seems awfully slow of a way to do this. It would have to reload my inputs and recalculate everything every time just for one slight change. Is there any way to render a bunch of versions of an output from ONE run of sbsrender without it restarting? If not, is there any other way to speed this process up? Thanks,Melissa
Hello!I am currently working with the batchtools.sbsbaker_curvature_from_mesh()command and would love to know if it's possible to get the map created, to be RGB instead of Grey.Kudos if you have tips to change it's bit depth too, currently I am using `ImageMagick` to make that happen, but going from 32 -> 8 bit-depth is a challenge to get the exact same result as what you get from substance... ANWAYS back to the subject....I am using literally just this code to create the map (apologies for the extra arguments in there, I wrote them so I matched what was in my substance bake). from pysbs import batchtools my_file = 'D:/Production/Assets/Character/demon_munchkin/MODEL/Maya/exports/basic_retopo.fbx' my_dest = 'D:/Production/Assets/Character/demon_munchkin/MODEL/Maya/exports/python/' batchtools.sbsbaker_curvature_from_mesh( help=False, inputs=my_file, output_name='My_Curvature_raw.{udim}', output_path=my_dest,
Can someone help me. I'm hoping to find a file. maybe a template... set up of nodes. Nodes that I can change in Designer? Thank you in advance.
Hi, I'd like to use SAT to pack textures into channel format and output them through .sbsar for presets, like the Substance 3D Sampler output workflow.I would like to change the packing format of a material downloaded from Substance 3D Assets and then automatically output the texture in fewer steps.Is it possible to use the sbsrender command?
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