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Everything posted by JCPalmer

  1. um, this forum has been replace 11 month's ago. You should ask here https://forum.babylonjs.com
  2. Did this just get implemented, or after 11/25?
  3. @BritneyWatch, A test version of the next Blender exporter 6.0.0 is now available. It handles cycles completely differently. Your .blend may still error, but it would only be fixed when running there. You probably would not want the result here anyway, since it was baking. That will happen much less with the new version. See this topic in the new forum
  4. I think Michigan got another option this month as well. Didn't you say something like 'lemon...'?
  5. This is the baking of all Cycles materials. This code is on the way out for the Blender 2.80 exporter, so not even going to touch the 5.6.4 exporter anymore. To validate for any other problems, switch to the internal render & add a material to replace your materials. Hopefully, you should get something thru to check other aspects. Also, post your full export .log file in future. There will be an exporter soon, which handles Cycles materials completely different soon, but it is very much a work in process.
  6. Think there is an Edge Browser which works with Hololens
  7. Also, found I missed documenting PBR property emissiveIntensity, which is gotten from Emission - Strength. Not sure if it has a STD material equivalent.
  8. I just did a iteration of change log. It is really long. GitHub md's need a couple of commits to get format right. Right now just check this right.
  9. I have completed the coding of the evaluation of nodes material trees, and am writing out either STD or PBR materials. Still need to integrate baking. This is in the javascrypt exporter. Seeing that Blender 2.80 project has over 2300 open Bugs/tasks (see absolute chart, not per day stuff), think I am going to modify the EEVEE branch: Remove the couple changes that will not work in 2.79 (lamp syntax & mesh changes which blow up eventually anyway) Migrate the new way of doing materials from TOB generate a zip file & push to branch. You may then use this f
  10. So, would this be a bump texture or a normal texture? FYI, I am assigning it to a 'bumpTexture' in the JSON file, and it loads fine? I do not see the point of doing something special when the old way has worked for years.
  11. I can not give you an answer, as I do not know, but keep believe they are cached for faster re-creation of materials used by them. Why I am answering this is if you are concerned about memory, you should really be looking at compressed textures to cut down the problem that way. The impact is massive the larger the texture being used.
  12. Do not want to clog this topic with my plans. Will put out a new topic later today on this. @Ulfheden, I have little idea of what a 'normal map' is. Unless it is something new, this is NOT Babylonian terminology. I tend to ignore people speaking Unity, maya, or whatever. That said, I'll give you one. I do not think this has anything to do with exporting. In general, if a model looks like shit in Blender, then exporting it is not going to improve it. If you want a smooth mesh without increasing your vertex count: Right click your mesh. Goto edit mode (tab key).
  13. Ok, after some more looking, selective channel baking is only (or only easily possible) for meshes which DO NOT have multiple materials. Not ready to take on baking of partial meshes. That enhancement is the next fool's problem.
  14. The current exporter is an exporter, it is not for generating stuff. It also does not do PBR. If by normal map you mean a what the geo values for normals are, then get those values assigned by whatever means you know of in Blender. The exporter will push them out. The only thing I have ever done is use the Split Edge modifier to give a flat shaded look. If you require normals at a finer level than your geometry, add a bump texture to the material.
  15. Yeah, how they did emissive was useful. This is what will probably work for PBR here. I can do complex, probably anyone of the image textures could be replaced with another type of texture. That channel would be baked. Still thinking of how to only bake certain channels leaving others, but big performance advantage if possible. Not sure the Separate RGB channel really does anything, unless BJS requires those 3 channels be in one texture. My test will be if the urls match.
  16. Ah, since before 4.0.0-alpha 1, Oct 2.
  17. Maybe both ways for Principled. I am not quite to Principled, but switching stuff there (or how it is interpreted by the 2 material classes) is clearly easier. If you have the older mix shader rats nest, am not sure how much can be done. Thinking the 2 material classes interpreting in different ways has obviously advantages. I think, I understand where you are coming from. If you are making your own materials with Principled, then you want to change between STD & PBR just using the world level, custom property, check box. People will also be importing stuff into Blender from vari
  18. Thanks for the range. I want as much as possible for what renders in Blender translates directly to either STD or PBR material. Flipping the direction, does not seem like a good idea. Also, for principled, should Specular Tint be serving the same purpose?
  19. From the version of the Blender exporter that deltaKosh wrote, the value for specular hardness was designated as the value for specularPower. This has to change for processing Cycles nodes, without baking. Ignoring the principled shader for now, this value now has an analog in the roughness value of a Glossy node. Problem is this is a value from 0 to 1. Also a value of 0 is shiniest while 1 is dullest. The default value is 64. MakeHuman imports to Blender change based on the render currently assigned. The eye mesh is the glossiest. When using the internal rende
  20. Something that anyone who could do this has probably already seen. Parallel Shader compiling. Anyone aware of this?
  21. If you are referring to auto baking, yes and no. If you switch to the Internal Render and change the inputs for it, then yes. If you are staying with the Cycles render, no (but that is what I am working on for 2.80, since the internal render is going away)
  22. I did do a quick look, and have a best guess. I do not believe that blender uses .dds file. Combine that with the version of the exporter you are using can only bake from the cycle render. This is going to bake black. There seems to be a .dds add-on, but you are on your own. I am working on a version of the exporter for Blender 2.80, which does not always bake, but it is a ways off. In that case, the files could just pass through, maybe. I would look at loading the .obj file directly.
  23. Are .hdr files going to be added as valid input to HdrCubeTextures? Using DDS containers seems odd in the face of an actual file format for this purpose. Is there a WebGL problem being danced around here? Blender does directly support .hdr files for enviroment textures & their implementation of a skybox. Pretty sure a DDS file is not going to work. Trying to get something which will directly export that both sides actually use.
  24. Up to my ears in 2.80 changes & TOB improvements right now. Will look at your file, but not right now. The tricky part about geometry exporting is multiple materials. Border vertices get duplicated across sub-meshes. Anything like this would have to be optional, since it would add to the file size in a significant way. There are going to be many changes to the next version of mesh.py.
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