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Thread: [Photoshop Plugin] Expresso Exporter, quickly export texture maps out of PSDs

  1. #1
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    [Photoshop Plugin] Expresso Exporter, quickly export texture maps out of PSDs

    Hi everyone,

    I've been working for some time on a plugin for Photoshop CC that helps with exporting textures out of PSDs containing multiple maps. While not strictly related to UE4, it may be quite useful especially when dealing with multiple maps (i.e. roughness, ambient occlusion, metallic) that can be compressed into a single texture to save texture space in the engine. In fact, me and my team have been using it alongside UE4 for some time now!

    It can also be used to speed up common operations like normal map normalization, flipping normal map channels or to quickly apply filters such as blur or sharpen to exported maps. The plugin works as a panel and integrates seamlessly into Photoshop:


    Features

    • Quickly export textures from PSDs containing multiple maps organized in groups.
    • Compress multiple maps to a single texture by defining which Photoshop group you want to export in each image channel (RGBA). For example you can have an opacity map saved to the red channel and a specular map saved to the green channel of the same texture.
    • Multiple export formats supported: TGA, PSD, PNG, TIFF, JPEG.
    • Multiple export scaling options: 200%, 100%, 50%, 25%, 12.5%.
    • Filters: apply blur, sharpen, invert on export.
    • Normal maps: normalize normal maps or flip X/Y axes on export.
    • Settings are saved into the document as XMP metadata, so that you're immediately good to go as soon as you reopen the file.


    Download - Website

    The plugin it's free to use for both personal and commercial work. It works on Photoshop CC 2014 and up on both Windows and Mac. Unfortunately previous versions can't be supported. The extension it's still in its early days, so expect bugs. Let me know if you find one!

    Installation

    You will need Adobe Extension Manager CC 2014 (version 7.2.1) to be able to install the plugin. You can download it for free from Adobe Creative Cloud, or from the Adobe website (Extension Manager, 2014 update). Adobe Extension Manager will automatically notify you of eventual updates to the extension when you open it.

    Once you have Extension Manager installed just double click the downloaded plugin file to start setup. During setup, Extension Manager will complain about invalid certificates: just click okay, there’s nothing wrong in the extension. When setup is over, you can find the panel in the Window -> Extensions menu.

    Hope you find the extension useful and may put it to good use! I would love to hear your feedback!

    --

    P.S.: as you can read on the website, the plugin also contains another panel that offers a 3D preview of texture maps right inside Photoshop. Unfortunately, when I originally built it, I didn't need physically based rendering... So it's kinda useless right now for UE4 work! I'd be interested to know if you would find PBR support useful.

  2. #2
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    Awesome! downloading now...

  3. #3
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    Very nice! Too bad I'm running an older Photoshop myself - but this is pretty much exactly what I wanted to build for a while now. UI looks very slick and professional too!
    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

  4. #4
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    Quote Originally Posted by Anadin View Post
    Awesome! downloading now...
    Let me know how it goes!

    Quote Originally Posted by Tom Looman View Post
    Very nice! Too bad I'm running an older Photoshop myself - but this is pretty much exactly what I wanted to build for a while now. UI looks very slick and professional too!
    Thanks! I tried to make it look like a regular Photoshop panel as much as possible. It's too bad Adobe completely changed extension system in CC without backporting it to (at least) CS6. BTW thanks for tweeting about the plugin.

  5. #5
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    Wow , with 3d rendering tab , very nice plugin and very complet , i will try this in some day with my new model and return here my feedback thank you so much minifloppy

  6. #6
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    Quote Originally Posted by minifloppy View Post
    Thanks! I tried to make it look like a regular Photoshop panel as much as possible. It's too bad Adobe completely changed extension system in CC without backporting it to (at least) CS6. BTW thanks for tweeting about the plugin.
    That's unfortunate and no problem! Good stuff should be shared
    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

  7. #7
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    Hi,

    I tried your plug-in, I must say that I like this plugin, particularly its ease of use.

    Here is my little attempt :
    Name:  bf54fd69494aa7acf4d31d81217b31c2.png
Views: 4454
Size:  479.6 KB

    Now I would like to have the possibility of choosing a project directory with absolut path because when I selected the first custom map, it always starts in the Adobe directory PhotophopCC so my texture folder is in Maya Project Folder. Will be great of keeping it in memory, nothing change with Relative Path.

    If you can add more channel like Glossy , Reflexion and Metallic and Custom map will be great , make it compatible with Physically based rendering Material (PBR).
    Load exr ou hdri image in background environement for reflexion will be realy good too.
    Have the posibility to move the light in the scene would be really great too.
    TXAA do not look good here , Maybe a SMAA or traditional antialiased will be better ?
    Will you make a commercial version or pro version of you plugin ?

    Thank you for this great plugin , i wait next approuvement
    Last edited by ChrisTm; 10-22-2014 at 02:04 PM.

  8. #8
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    Quote Originally Posted by ChrisTm View Post
    Now I would like to have the possibility of choosing a project directory with absolut path because when I selected the first custom map, it always starts in the Adobe directory PhotophopCC so my texture folder is in Maya Project Folder. Will be great of keeping it in memory, nothing change with Relative Path.
    That's strange. When you want to select a folder or file, Expresso should use the last selected path. If the last used path is invalid or not specified, it falls back to the path of the current PSD. Only in the case when the current document is not saved to disk, the plugin will fall back to the Photoshop executable path. Can you please confirm that your PSD was saved to disk?

    Quote Originally Posted by ChrisTm View Post
    If you can add more channel like Glossy , Reflexion and Metallic and Custom map will be great , make it compatible with Physically based rendering Material (PBR).
    Support for Glossiness map is currently in the work. I'm making some tests with PBR too, but it might take a bit to implement. Support for image based reflections and metallic will be added for the PBR renderer, not sure about the "standard" one though. What do you mean with "Custom map"?

    Quote Originally Posted by ChrisTm View Post
    Load exr ou hdri image in background environement for reflexion will be realy good too.
    I'm not sure whether support for these formats will be added. Please keep in mind that the tool was born as a quick way of previewing textures, not as a fully fledged rendering solution (such as Marmoset Toolbag or similar tools).

    Quote Originally Posted by ChrisTm View Post
    Have the posibility to move the light in the scene would be really great too.
    This is on my to-do list. It's something I felt the need for from time to time too!

    Quote Originally Posted by ChrisTm View Post
    TXAA do not look good here , Maybe a SMAA or traditional antialiased will be better ?
    Unfortunately support for traditional antialiasing is very inconsistent between platforms and drivers, and would be very likely disabled on most of them (under the hood the extension is run by WebGL in a Google Chrome-based environment). While I do agree that antialiasing techniques such as FXAA produce less quality images, they provide consistent results across platforms. FXAA or similar is also used in a lot of game engines, so it should help previewing how the textures will look like in-game, too.

    Quote Originally Posted by ChrisTm View Post
    Will you make a commercial version or pro version of you plugin ?
    My idea is to keep the extension free to use, just as it is now. I will consider some kind of commercial/pro version only if the time needed to maintain the plugin will grow too much in the future (i.e. interest for some kind of advanced/custom functionality, etc.). Still, it's way too early to tell!

    Thanks for sharing your thoughts. I'm glad you like the plugin!
    Francesco Camarlinghi | Portfolio

  9. #9
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    Hello minifloppy
    That's strange. When you want to select a folder or file, Expresso should use the last selected path. If the last used path is invalid or not specified, it falls back to the path of the current PSD. Only in the case when the current document is not saved to disk, the plugin will fall back to the Photoshop executable path. Can you please confirm that your PSD was saved to disk?
    You are right, Just need to saving new project at start ,will fix the problem

    Support for Glossiness map is currently in the work. I'm making some tests with PBR too, but it might take a bit to implement. Support for image based reflections and metallic will be added for the PBR renderer, not sure about the "standard" one though. What do you mean with "Custom map"?
    Sorry for my bad english , i wanted saying new Glossiness map with custom map import like Spec/diffus... nothing more

    I'm not sure whether support for these formats will be added. Please keep in mind that the tool was born as a quick way of previewing textures, not as a fully fledged rendering solution (such as Marmoset Toolbag or similar tools).
    i know , i know , I wanted to know if you were going to do something about it..
    Support for image based reflections and metallic will fix it.


    Just one more feedback about the previewer , realy need more zoom on object .

    Thank you so much for this answer & this plugin , I expected the new update, I will keep connected
    Last edited by ChrisTm; 10-23-2014 at 07:28 AM.

  10. #10
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    Quote Originally Posted by ChrisTm View Post
    i wanted saying new Glossiness map with custom map import like Spec/diffus... nothing more Just one more feedback about the previewer , realy need more zoom on object .
    Yes, I really need to improve camera movement. BTW Glossiness map support is now in version 0.4, along with the following changes:

    - General: panel settings now live in flyout menus, old setting menus were removed (Photoshop CC 2014.2 and up only).
    - General: improved settings management, minor UI fixes.

    - Previewer: all rendering is now done in linear space. All textures (with the exception of normal maps) are assumed to be in sRGB by default, but this behavior is controllable by user.
    - Previewer: improved fill lighting, with support for sky and ground colors.
    - Previewer: shader now correctly implements a Lambert model for diffuse and a Blinn-Phong model for specular.
    - Previewer: added support for Glossiness map.
    - Previewer: texture tiling can now be customized.
    - Previewer: normal map intensity can now be scaled.
    - Previewer: new experimental UI, saves some UI space by showing only the most used settings to user. Other settings are now located into expandable sub-sections.
    - Previewer: fixed issue on Mac when selecting files from a different drive when using relative file paths.
    This release was mainly targeted at improving the Previewer, no new features were added to the Exporter. Hope you find it useful
    Francesco Camarlinghi | Portfolio

  11. #11
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    wow , you are working super fast , this plugin will become a must to have !
    Thank you for the update , will donwload now .

  12. #12
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    looks fantastic well done!

  13. #13
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    Infiltrator
    Join Date
    Aug 2015
    Posts
    18
    hi all,

    someone use again this plugin ?
    I installed it without issues, but when I start Photoshop, the windows plugin is....empty :/

    Do you have any idea ?

    I m on CC 2015 // windows 7 64


    thanks
    Attached Images Attached Images  

  14. #14
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    Infiltrator
    Join Date
    Aug 2015
    Posts
    18
    I m surprised, it's good plugin for ue4 no ? anyone use it ?

  15. #15
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    Same issue as decod-fp. Help Guys!
    Portfolio: perrymilton.com

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