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haikalle

Blender Applink

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@Digman

I have to put the tex coordinated node there.

If you don't, cycles uses the default coordinates, meaning the UVs. So, it will work.

But let me put it there, you never know. LOL.

For instance you may mix the baked 3dc diffuse map with a box mapped texture. (Tex coordinates/ object mode)

Cycles can handle multiple UV sets. Another interesting case.

Once again, we better wait the Ubershader. Though I'm not a fan of such solutions.

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Smart play there michalis on using the tex coordinated node... :D

This is the most basic bump setup using the bump node under the ADD "Vector" heading.

Default strength of the node is .100

The bump node is hooked through the normal socket of the diffuse BSDF shader and not the displacement socket on the Material Output node.

Image texture node is again set up using non color data.

Haikalle, I know these are simple setups and ones you likely to know but just to be sure...

yeah, I push the bump pretty far in the picture just to show...

Edit: I added another picture that shows the old way of setting up your bump map before we got the bump node a few months ago. Under the Object data tab / Displacement heading, you would set it to just "Bump" to use the image only as a bump map. Again this is the old way.

post-518-0-19689500-1370608611_thumb.png

post-518-0-40173400-1370610173_thumb.png

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@digman

Please download and use a blender 2.67b or later.

Some changes in the bump normal maps nodes.

Bump node has a second parameter "distance". This makes bumps to look a bit like normal maps. Beautiful.

Normal map node has a "normal input as well. Meaning, you can use a bump, plug it to normal socket of normalNode, then to the normal socket of a diffuse or other BSDF.

Very important. Recent builds from buildbot (r 57277 here) have changed the tangent normal mapping again. It is not compatible with the old BI. Meaning, not compatible with the blender output of 3dcoat. The decision was made after lot of complains in blender community. Obviously, they have to change the BI too. We had enough with this nonsense.

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@digman

Please download and use a blender 2.67b or later.

Some changes in the bump normal maps nodes.

Bump node has a second parameter "distance". This makes bumps to look a bit like normal maps. Beautiful.

Normal map node has a "normal input as well. Meaning, you can use a bump, plug it to normal socket of normalNode, then to the normal socket of a diffuse or other BSDF.

Very important. Recent builds from buildbot (r 57277 here) have changed the tangent normal mapping again. It is not compatible with the old BI. Meaning, not compatible with the blender output of 3dcoat. The decision was made after lot of complains in blender community. Obviously, they have to change the BI too. We had enough with this nonsense.

Strange, I am using the Linux official 2.67b and distance is not there... Maybe in a newer build as I have been using the official builds because they are the ones I think haikalle uses to code for the applink but I could be mistaken as well...

I will check out a newer build to see what has changed in the normal maps...

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Great info! This really gives clear picture to me about how nodes work in cycles.

What I try to code is this. If node tree is almost empty. Applink is trying to build complete node tree for you. Meaning you can see your textures right a way in cycles preview render.

But in situation where you already have quite many nodes in node tree applink is just bringing new texture (image nodes) into node tree and that's it. Not trying to connect them because

I'm afraid it only do more damage than trying to help. Because there is endless situation where user wants these 3d-coat textures so it's not good for applink to trying quess where to link them.

I try to update the script with these info trying to code first diffuse, specular, normal support. And let's move from there.

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Sorry but...

Normals calculation method,

Normalize TBN

and NMaps export

Which settings do you use to export from 3DC to Blender_BI or to Blender_CY ? :huh:

ty

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Sorry but...

Normals calculation method,

Normalize TBN

and NMaps export

Which settings do you use to export from 3DC to Blender_BI or to Blender_CY ? :huh:

ty

Good point. This is for cycles as I do not use the BI renderer. These setting work great at least for the official 2.67b build

post-518-0-08257600-1370613291_thumb.png

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Strange, I am using the Linux official 2.67b and distance is not there...

Right, my fault.

The new bump implementation exists after the official 2.67b. And a little before it, they just didn't include it. Only the bug fixes, leading to more bugs, a little disaster this time. Patience.

@haikalle

The existing applink brings all the textures into blender database.

The only you have to do is to add tex nodes and pick the right texture from the dropdown menu of the texnode.

As I said, you better wait for the ubershader.

@carlosa

they change this n_maps thing so rapidly, I can't say what's right on new builds. It's not confusing, it's chaotic. LOL

On RGB n_map, first it was the G inverted, then G and B inverted, now I can't say. Positive values for cycles, negative values for BI... etc. LOL

We'll find out soon.

You like to hear some more? Latest builds have a refresh issue in viewport cycles preview. No refresh when changing something, not always. You have to re enter a value, or restart the render preview. So, you have the view of what's happening here, when testing what's the right n_map. LOL Let's stay cool, I reported this bug already.

Yes, I'm aware of these maya-blender 3dc settings.

I'm not sure if they work on official 2.67b, I don't use it. It's not the revision, officials are not as the experimental buildbot ones

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Wait........ telling haikalle to stop, Nooooooooo... :p: He's got some free time, press on man... :moil:

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OK, to have some not connected texture nodes at once isn't bad at all. I'm very fast on cycles node editor. One of the few I learned in blender. I just stay tuned from the first day cycles came up. Else, see what's happening, search for a good tutorial, a dated and wrong one.

Cycles is a wonderful render engine, that's why we'll start a thread. To stay tuned. LOL

For instance, a very interesting new toon shader these days. Always a fan of nice NPR renders.

The shader has two modes, diffuse and glossy. So, different connections.

Here's one. Render times are extremely short, ~2-6 sec, Hi def output. Using millions of poly actually.

post-2454-0-15501300-1370615199_thumb.jp

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Wait........ telling haikalle to stop, Nooooooooo... :p: He's got some free time, press on man... :moil:

:rofl::rofl: LOL

Well if you want to script code and hope it works, it means that you don't script for blender. Blender API changes so much that it really makes my head hurts

sometimes. But I'm really loving this node system and you can access into it really easy with python. I can see that this can be very powerful feature.

Michalis, Yes I think that ubershader really helps here. So I will see how it looks like when it released.

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...

Hello man!

I found some issues with axis rotation. Model id exported/imported with incorrec rotation.

If i change this in your scrip i got ok in 3dcoat.py:

LINE 237: bpy.ops.export_scene.obj(filepath=coa.applink_name,use_selection=True,

use_mesh_modifiers=False,use_blen_objects=True, use_materials = True,
keep_vertex_order = True,axis_forward='-Z',axis_up='Y')

LINE 371: bpy.ops.import_scene.obj(filepath=path_object,axis_forward='-Z',axis_up='Y',use_image_search=False)

LINE 482: bpy.ops.import_scene.obj(filepath=new_applink_name,axis_forward='-Z',axis_up='Y')

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Hello

Today i found this info in the polycount forum

http://www.polycount.com/forum/showthread.php?t=119902&page=3

-------------------------------------

Exporting to obj should convert sharp edges to smoothing groups. It probably could use some testing just to make sure it's playing nice with everyone though. FBX export is planned to have similar functionality before 2.68 but I don't believe it is in yet.

Any revision after 57455 or so should have the new option. You can check for builds here (these are "portable" and run out of the directory without need to install btw):
- Buildbot
- Graphicall

When exporting, make sure the smooth group option is checked. Also if you have an Edge Split modifier either disable apply modifier or remove it before exporting or it'll probably split geometry.

post-10142-0-98415000-1371739715_thumb.p

Also it should import back into Blender with the edges marked sharp, though you'll need to manually add an Edge Split modifier back on it.

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I cannot contact to @Journeyman. I sent him PM and also sent him a message through vimeo. No answer. :(

So, i decided to fix the axys issue by myself. I did the fix for 3DCoat4+blender 2.68 (Ideasman_42(Cambell Burton) reviewd it):

http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4619

Now axys exports correctly. I also can continue the applink development if someone wants it. I can add more features. Just give me feedback.

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Hi mifth!

Nice to hear that you are interested to develop applink code. Thanks for fixing this axis problem. Working really well now :) If you need any help to understand the

code contact me and I try to help. My summer holidays are over so it can take some time before I reply thou.

Also when there is more than one coders there is a fear that both are coding the same thing. So when you start to code something could you let me know what you are

coding so I'm not doing the same thing.

I have raw version about cycles node support so that something that I'm already coding..

If you add some extra settings to applink. I hope that you first add this checkbox "Use advanced settings" and if user checks that it will bring extra settings on screen.

There reason for this I would like to keep UI as simple as possible and if users wants to see extra settings then they can click "Use advanced settings".

Hope this helps and I'm excited to see what you bring into table :)

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I would like to be able to export new free form primitives directly from Blender to 3D coat...that would be great!

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I would like to be able to export new free form primitives directly from Blender to 3D coat...that would be great!

You can export meshes. Just add any mesh and export it as Voxel Object.

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Hi mifth!

Nice to hear that you are interested to develop applink code. Thanks for fixing this axis problem. Working really well now :) If you need any help to understand the

code contact me and I try to help. My summer holidays are over so it can take some time before I reply thou.

Also when there is more than one coders there is a fear that both are coding the same thing. So when you start to code something could you let me know what you are

coding so I'm not doing the same thing.

I have raw version about cycles node support so that something that I'm already coding..

If you add some extra settings to applink. I hope that you first add this checkbox "Use advanced settings" and if user checks that it will bring extra settings on screen.

There reason for this I would like to keep UI as simple as possible and if users wants to see extra settings then they can click "Use advanced settings".

Hope this helps and I'm excited to see what you bring into table :)

Hello man!

Thanks you answered. I PM you. At present i want to add better export/import of meshes. As I cannot transfer models to the same place form/to blender/3dcoat. Especially if i have a complex character with many parts. But I also need to talk to Sergey Shpagin so he would add export of transformations from 3dCoat.

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Hi Journeyman and blenderheads again!

I looked at the applink again and found that it would be better for me to make a fork of your scrpt. As I don't need textures and i redesigned some things.

I called the fork "Simple3DCoat"

Here is my introduction: http://www.youtube.com/watch?v=EtVkmh2UrnI&feature=youtu.be

Here is download: https://code.google.com/p/blender-addons-by-mifth/downloads/detail?name=io_simple_3dcoat.zip&can=2&q=

I fixed many bugs and exceptions. This fork works without any issues and can be used in production.

Changes against the official Applink:

- Fixed many bugs and exceptoions. Optimized code.

- Textures support is removed as it is buggy and most artists use PSD files. It's better to use Textures->Export menu.
- The fork now works through "Exchange" folder instead of "Exchange/Blender" folder(As it's in the official Applink).
- Export/Import woks through only one OBJ file called blenderExport.obj.
- Exchange folder will be always set manually. The code for the applink will be simplier...
- Apply Modifiers checkbox.
- Export Materials checkbox.
- Transforms do not changed during exporting.

Please, test my fork and give me some feedback. Thanks.

Edited by mifth
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I got the addon installed in blender, but ican't find the exchange folder in 3D coat. Can someone help?

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C:\Users\username\Documents\3DC2Blender

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C:\Users\username\Documents\3DC2Blender

i guess this should be documents/3dcoat-v4/exchange.

sorry, im on linux.

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trying in my machine i found

\Documents\3D-CoatV4\Exchange

where the I/O script is saved

\Documents\3DC2Blender

where the obj + textures are saved

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trying in my machine i found

\Documents\3D-CoatV4\Exchange

where the I/O script is saved

\Documents\3DC2Blender

where the obj + textures are saved

I hope it works for you?

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