pbowmar

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About pbowmar

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  • Birthday 05/02/1967

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    http://www.rhythm.com

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  1. OK here are my scripts that allow for a completely dialog-free, single-hotkey export of Diffuse and Displace. Specular can be easily added too, but I don't use that at the moment. I've developed and tested in 4.1.17D because I can't use 4.5 at the moment due to a bug that could be my graphics card However, I expect these scripts to work in 4.5 too. Put them in your $HOME/3D-CoatV4/Scripts directory and add their full paths to the 'recent.txt' file so they appear int he Scripts menu in 3DC. Or just do Scripts-Run Script and I think that adds them too for you. Run the setExportDir.script first, this lets you pick the directory to export to. Then whenever you want to export, you can run the exportMaps.script (I bound Hotkey F5 to it) and every UV set will be saved out automatically. You may need to set the Preference Padding to Always or Never to avoid a dialog box there. I could script around it but the Pref is easier. Many thanks to Andrew's kind help and patience and also ajz3d for his help in another thread. NO WARRANTY This has only been tested on Linux. It may or may not work on Windows or Mac. There are a couple of lines of code that build a path using crude concatenation of strings, which may fail on Windows especially. You take full responsibility and assume all risk for downloading and running this script. If it erases your harddrive or gets your cat pregnant, it's not on me I have very little time so if you have suggestions for enhancement or requests, I will listen but make no promises to be able to do anything more with this. 40 Cheers, Peter B 60 3dcExportMapsScript.zip
  2. It's possible actually, in 4-1 and 4-5 I'll be posting an example soon!
  3. 257 Thanks ajz3d, unfortunately void PressInNextModalDialogs(int ButtonIndex); does nothing for me and I still can't figure out how to modify the Combobox. I'll email support directly I guess, I'll post what I find out here. BTW, the "Fill Empty parts of Texture" is solvable, there is a Pref to Always Fill, so at least that one I don't get Cheers, Peter B
  4. So, lots of googling turns up nothing Anyone have any ideas? Also, I can't even get what is documented to work. For example, I want to iterate each UV layer and explicitly save the Diffuse and Displace maps. This works: int numUvSets = GetUVSetsCount(); for(int i =0; i<numUvSets;i++) { print(GetUVSetName(i)+ "\n"); } however nothing I do will let me set the UV layer in the dialog and continue: SetFileForFileDialogs("/tmp/testExport.png"); // this works cmd("$SAVETEX");/*Diffuse Map*/ // this works in that it then pops up the dialog to save the UVset // no idea what to put here to set the UV layer to save cmd("$DialogButton#1");/*Ok*/ this does NOT work even to accept whatever the dialog offers Any help or ideas most appreciated! Cheers, Peter B
  5. 155 Hi, I'm trying to build an auto-exporter and processor, so that I hit a hotkey, and one or more textures are automatically exported to a known location. This I have working thanks to the examples, which is great. I cannot for the life of me figure out how to call an external command however. All I need is to call a command with arbitrary (or even a single!) command line arguments. This is Linux btw though it would be nice if it worked for all platforms, the command line tool(s) are cross platform and have the same interface. I've attempted to look at the main Angelscript docs, but I can't see anything there that will do it. I'm currently having to use 4.1.17D because of the bug in later versions that prevents the Spline Tool from working with Spacing turned on. I've reported that in Mantis fwiw. Any ideas anyone? Cheers, Peter B 167
  6. Yeah, exporting as PSD doesn't help since a lot of apps don't load PSD files, or don't load them efficiently. I did miss the Layer export though, thanks for that! Even better workflow would be having a toggle/tag on the Layer itself that enabled/disabled that layer for Export when you do an Export All Layers to EXR (or whatever format). I completely agree it's not critical, the workaround is quite acceptable!
  7. My goodness I love the internet! Thanks, that's almost exactly what I'm after. I'll hack a bit and it'll be good to go! Cheers, Peter B
  8. OK thanks. Unfortunately that workflow is too restrictive I will see if I can script something in The Gimp... I pray for the day when I can do Python control of 3DC Cheers, Peter B
  9. Seems like a noob question so I'll throw it in here I have several layers I'm painting on. Each upper layer paints over a lower layer. Easy peasy. However, I can't seem to get the layers to export individually! Basically, I want to export each layer on its own then re-compositie them in my shader (hypershade etc) network. The data is obviously there, since if I Edit in External App, I get all the layers perfectly as I want them, and if I save them out I get what I need. However, this isn't a fantastic workflow as you can imagine Am I missing something in the exporting? I tried turning off the visibility of all my layers except the one I wanted, and exporting that as Diffuse. Still no go, didn't get an Alpha channel For now I'll go with Edit in External App and maybe this needs to be a feature request? Or I'm just missing something! Cheers, Peter B
  10. Actually, sending the textures back to Houdini is also broken... And Ptex is busted, 3dc exports .exr files instead of .ptex Using 3.7.12 latest on Linux
  11. This Applink only works on Windows because of the '/' being replaced by \\ (as I mentioned in a previous post) You can easily fix it, edit the OTL, go to the Scripts page and at the very bottom of the code, put a hash (#) in front: #fpath = fpath.replace('/','\\') then it works fine Andrew or BooBoo, I'm happy to fix this properly so it works on Windows or Mac/Linux. Works fine in H12 otherwise btw. Cheers, Peter B
  12. Ah OK I see cool.
  13. Also, just curious, why did you write your own OBJ exporter? Houdini saves .obj files natively that load into 3DCoat just fine... I can see why you'd want to write your own .mtl file (assuming it gets used by 3DCoat?) for the texture paths. Cheers, Peter B
  14. Hello, There is a bug in the Python code for linux and OSX, this line: fpath = fpath.replace('/','\\') results in this being written to disk: \data\home\bowmarp\3D-CoatV3\Exchange\import.txt There are two solutions: 1) Simply remove the above line. Note that Houdini accepts (and in fact prefers) UNIX style paths, even if you're on Windows. 2) Use Python's "os.path" module which is platform independent. Cheers, Peter B
  15. Hi Ricky, Happy to share, once we work it out I use the Gimp all the time, in fact last night wrote my first Python plugin for Python-Fu (Scheme is a horrible, horrible language IMO) which worked very well. Problem is, it's only 8bit Krita is the new one to watch IMO, unless Gimp speeds up its move to full float processing. Cheers, PeteR B