Jump to content
3DCoat Forums
haikalle

Blender Applink

Recommended Posts

Hi! There's something I'm confused about regarding this applink, and that is the 3DCoat applink group node itself. What is the use of it exactly? I can see a bunch of RGB curve nodes, color ramp nodes and multiply nodes all set to a number that doesn't alter anything (for example multiply set to value of 1, untouched RGB node etc) I piped the plain textures into a principle BSDF and got the exact same result as I did with the applink group node. So I'm asking with respect: are these extra nodes just put in to have them set-up and ready for map tweaking if we want, or are they just a legacy of when 3DCoat and blender had different ways of handling value maps (because I do remember being surprised at how shiny my material was a few years ago in blender, when it lookd decent in 3Dcoat etc). 

 

Thanks, I'm also interested in a workflow, where I can model something in blender, send it to 3DC, texture it, then send it back to blender (I'm fine, and CAN do this in fact) but then close both apps, shut down the PC and come back a week later to my asset and be able to have that dynamic back and forth with the two apps like I never even left my asset for a week. Is this currently possible, my tests weren't too successful in this regard, so I thank anyone who can point me in the right direction to do this. 

 

Cheers.

Thanks a lot

Adam

 

 

Share this post


Link to post
Share on other sites

@yoohasz

Keeping this connection between these two apps even if you close them is one the main ideas of this addon. If there is issues with this regard please give me steps to see the bug and I will try to fix it.

Main idea of this addon is just to create nodes for user. Thats the basic idea. Usually users wants to tweak textures in blender, so those extra nodes helps to do that. 

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, haikalle said:

@yoohasz

Keeping this connection between these two apps even if you close them is one the main ideas of this addon. If there is issues with this regard please give me steps to see the bug and I will try to fix it.

Actually I hope correct way to keep connection link (or return connection,  3d coat saved scene file and blender scene file, with app-link) 

eg ,,, I export object from blender to 3d coat with "Send". then start making textures, but untill open in original app (blender), I need to stop current work.. 

So I save the current 3d coat scene, and I save the blender scene in each app.. then next time, I may open saved blend file, and saved 3d coat, 

and continue texture work in 3d coat,, how can I return textures (and apply material with generate 3d coat nodes) ?

Share this post


Link to post
Share on other sites

@tokikake

Addon should already support workflow you descripted. Do you get error messages when you try that?

Every applink object in blender has unique address. That info dosen't dissapear when you close apps. So next time when you open apps, paint something in 3d-coat then press "open in original app" blender should detect that.

Edited by haikalle

Share this post


Link to post
Share on other sites
9 minutes ago, haikalle said:

@tokikake

Addon should already support workflow you descripted. Do you get error messages when you try that?

Every applink object in blender has unique address. That info dosen't dissapear when you close apps. So next time when you open apps, paint something in 3d-coat then press "open in original app" blender should detect that.

I have not test it, because I did not think it may work..:o I will try  thanks.. 

Share this post


Link to post
Share on other sites

Please let me know if there is something to improve. This "keep connection" was the reason I started to write applink in first place :)

Edited by haikalle

Share this post


Link to post
Share on other sites
7 hours ago, haikalle said:

@yoohasz

Keeping this connection between these two apps even if you close them is one the main ideas of this addon. If there is issues with this regard please give me steps to see the bug and I will try to fix it.

Main idea of this addon is just to create nodes for user. Thats the basic idea. Usually users wants to tweak textures in blender, so those extra nodes helps to do that. 

Hi!

Thank you!

I know that keeping the connection is a key point, I just haven't found a flexible way to really "abuse" this freedom (in a good way of course)

So example:

I'd like to authour an asset, and save it with textures, and maybe add a new set of textures to the same asset later on. So in essence have one blender scene, with a single model, but have two different textures (made in 3DC and exported via applink). I would save two different 3DC files of course, but can i do this? Is it possible? Or what would be the smart way to approach this?

 

Another example, where I have multiple models in a single .blend file (an environment scene) and i'd like to start texturing the different models one-by-one via tha app-link, sending the data back--and forth between blender and 3dc, and tweaking textures, making versions etc, but in the meantime keeping a tidy and comprehensible structure of saved textures, etc.

 

Am I asking for too much? If so i apologize, and welcome any advice in this regard!

 

Thank you.

 

 

 

Share this post


Link to post
Share on other sites
7 hours ago, haikalle said:

Please let me know if there is something to improve. This "keep connection" was the reason I started to write applink in first place :)

I think if it to work correctly I need to keep some rules..

with my test with somehow complex scene,  after I save both blend file and 3b file, (shut down both aprication),

then re-open later, and  in 3d coat, " open in original app,", 3d coat generate (export) textures, but not generate 3d coat nodes, and set textures for material

which I exported before,, I did not edit anything . then in blender re-select the one which I epxorted, then click "GetBack" button too.

(I up-date plug in with in new git 2.92 verison yesterday,, so I suppose I use same version as you)

Haikalle, do you think there is exceptional case it may not work? 

eg most of case, I do not  epxort object (FBX) from 3d coat,, because I only need texture,, then use texture name as plefix,

at same time I change export texture(obj) path from 3d coat, for each material set (it is related yoohasz question,how manage many assets and keep user made material set witch get buck from 3d coat.)  

Will it cause mater?

And I often send again same mesh, (sometimes I duplicate it in blender, then set different materials (not use linked material to divide original materials) and export and import duplicated one) but when I click "get buck" about same scenes, (already open saved files in 3d coat,and blender)   I only get this log which seems related app-link.

DEBUG:root: restart_nodes() handler

I may suppose,, to keep connection, at least  we "get-buck" one time for the object when we "send" untill shut down both aprication. but it is just my guess (I like guess) 

=====
And if I do same test, (re export same mesh, and texture again, then return without stop and save, (keep connection until return) it generate nodes (of course) without problem. and can change materials. I may try same thing again,, (this time, at least once I generate 3d coat nodes for the object)

No it seems not work for me:help:

at least with my export setting, once shut down (after saved both files), then re-open both file in blender, 3d coat, then "open in original app" and click "Get Back"

in blender, it not overwrite or change materials.  

 

 

Edited by tokikake

Share this post


Link to post
Share on other sites

@tokikake

Hi! Can you provide quick video about closing apps and reopen and how applink dosen't work there. That would really help.. just 1-2min that I can see your workflow better.

Share this post


Link to post
Share on other sites
8 minutes ago, haikalle said:

@tokikake

Hi! Can you provide quick video about closing apps and reopen and how applink dosen't work there. That would really help.. just 1-2min that I can see your workflow better.

wait please ,, (maybe you can do another work untill I export movie, so check again later please!)

Share this post


Link to post
Share on other sites
1 hour ago, haikalle said:

@tokikake

Hi! Can you provide quick video about closing apps and reopen and how applink dosen't work there. That would really help.. just 1-2min that I can see your workflow better.

I send PM, (forum not allowed me to attach more than file) with 7z file.

then you may not clear see, which button I click, but on last of this movie, I click "get buck" several times, with select the object. (which I epxorted before)

 

If I do same-thing without shut down (stop work) and keep connection, it work without problem

And I know, if I keep to use same texture name and path to export textures from 3d coat, ,, and once I generate 3d coat node,, even though I stop work,  and retrun those textures will be overwritten.

(it means simply edit the texture  currently used in nodes, with keep same file name and path .

3d coat just overwrite same texture, when export with same file name options, so it not means app-link keep connection, I suppose:)

><; I can not up-load more than 8MB file in forum and PM so, I made link for drop box,, (could you download it? I seldom use dropbox, so do not know clear)

https://www.dropbox.com/s/men4cwee7swodvm/coatlinktest.7z?dl=0

Edited by tokikake

Share this post


Link to post
Share on other sites

Then if it will work without problem, I usually use link duplicate objects, with material link with OBJECT.

we can choose 2 way, to link material. one is link with OBJECT, and one link with DATA.

so if you set material link with OBJECT,  you can use "link duplicated mesh", in library, (so reduce size) then attach each material for each instance (Link duplicated mesh)

It is useful, to keep many material sets (which may include 5 or 10 material slots for one object) for same Object. in your custom material library.

(though I still not test,, if I set material link with OBJECT, how app link may work ,,basically I keep to set material link with DATA, then after generate 3d coat nodes and textues, manually change them and save each material set (link with OBJECT) in my custom library for the character, cloth,, hair, etc. Then when swap, I use blender link or append then copy the material sets. for each object. (so I can keep many material sets variation, for same item, without set each slot one by one)

Edited by tokikake

Share this post


Link to post
Share on other sites

I'm bit new to the Blender Applink. I tried briefly to test the Applink, but I didn't get it working. I'm running the latest Blender 2.91 and 3DCoat 4.9.67 (Trial Version) in Windows 10. I just used the default cube in Blender in my test. At the start the Applink asks for the Exchange folder and I set that up as "C:\Users\Firstname Lastname\Documents\3D-CoatV49\Exchange". When I hit "Send" from Applink (Per Pixel Painting), I get the mesh to 3DCoat. And then I paint quickly just something on the mesh. And then hit "File - Open in Original App" and disable the "Export Geometry", but leave the "Export textures " on, and then hit "Export". Then I move to Blender and I try the "GetBack", but I get the following error:

Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_coat3D\__init__.py", line 235, in invoke
    Export_folder  = global_exchange_folder
NameError: name 'global_exchange_folder' is not defined

location: <unknown location>:-1



But I have checked that the "Exchange folder" is set on the Applink settings, so it should find it. For me the "Object/Texture folder" was empty originally, so I tried again to set that folder as "C:\Users\Firstname Lastname\Documents\3DC2Blender\ApplinkObjects", but no luck. Also I tried to save the mesh first in blender and then trying again, but no luck again. And also I emptied the ""C:\Users\Firstname Lastname\Documents\3D-CoatV49\Exchange" and "C:\Users\Firstname Lastname\Documents\3DC2Blender\ApplinkObjects" folders and then tried again, but still no luck.

Share this post


Link to post
Share on other sites
18 hours ago, haikalle said:

@Japi

Hi! Are you able to download latest blender daily 2.92 build. that includes fix for it.

Kiitos! Thanks! I tried the 2.92 daily build and in that build it works! Tested both in Windows and Mac.

  • Thanks 1

Share this post


Link to post
Share on other sites

Hi,

now that the new builds of 3DCoat are finally running on Linux, will the Blender Applink work well with it?

Any considerations prior to trying it out?

I'll check what's what this evening on my own anyway, but some pointers would be most welcome. Has it been tested on Linux yet?

 

Share this post


Link to post
Share on other sites

Now I have a bit time for applink dev. Any conserns, issues, bugs or feature requests :)

Edited by haikalle
  • Thanks 3

Share this post


Link to post
Share on other sites

Thanks haikalle :)

I have one request it related with VDM(vector displacement map) in blender with use other  test add on, with  import export blender to 3d coat (and return it)

https://3dcoat.com/forum/index.php?/topic/25398-sculpt-with-surface-mode-and-export-with-keep-uv/

I now test  the VDM add on (it mainly offered for daz user, to generate vdm map from daz HD morph file),  it now add option, which can generate VDM from sculpted mesh and non sculpt mesh in blender. (so we only need sculpt mesh, and non sculpted mesh in blender), basically it is designed with multires modifier, but of course it still work, high resolution mesh, and sculpted mesh without multireso modifier. 

Then I plan to export high-res mesh to 3d coat  sculpt room>> sculpt with surface mode>> return it to blender  >> generate VDM 

 to work it,  I need to keep same vertex order when generate VDM.  then I  may only sculpt with surface mode, but 3d coat seems auto change vertex order, when import mesh Sculpt room(trianglulate process I suppose)  and Export it. (without decimate). = keep vertex count.

(So at least without app-link auto adjust vertex order, even though I use app-link to import, export, it not matter. Can you contact 3d coat dev, about this issue?

I understand usually sculpt mesh not need to keep vertex order (at least current 3d coat not support such case  for high res mesh), but can you contact dev, or you can solve it by your add on importer exporter, if you can?  Of course I only use surface mode sculpt, and not decimate mesh, when return to blender. 

About other room , I already confirm, 3d coat can keep vertex order, so import , export by sculpt room seems only matter. 

 If it work  I may ask the VDM add on author, if I can offer link for 3d coat user.  (at current it is test process, but basically it already work to add detail) . then I happend to find another your old topic which related with VDM, so if you plan to add those future, (sculpt in 3d coat, then return it as VDM with your blender add on exporter, ) for blender,  I may add link of the VDM add on.  

==========
Though it not directly relate with 3D coat, but if it work (3d coat keep vertex order in sculpt room import-export),  you can sculpt then generate VDM for base mesh,

like this

testsculpt.thumb.JPG.1055c0c779aa4a53b1e2e987d0a45deb.JPG

 

then use VDM for cube (non sculpt) as shader VDM node (adaptive sub-D for this test)

VDM.thumb.JPG.3e32e1b47bc84272600cc8d490afa0d6.JPG

You can imagine, if you sculpt (high- reso mesh) in 3d coat, with many your favor brush and tools, then return to blender character,

now it can generate VDM map. (and the add on alread offer option, which generate VDM with use Blender displace modifier compatible image,(RGB-XYZ)

so Eevee still work. (though at current I do not test it seriously) 

As best,, if 3d coat support simple VDM workflow, (it may more useful), but we may often hope to add some detail as Vector disp , for rig- character etc(then only activate VDM for final render),  the test use 1m cube, but it can generate VDM for all UV tile which suclpted.  So I hope if I can sculpt in 3d coat but generate VDM in blender with this test add on..

 

Edited by tokikake
  • Like 1

Share this post


Link to post
Share on other sites

Hi everyone, are there issues with applink on Mac?  I have been trying to get app link to work for some time now.  I have gotten it to go to 3Dcoat a few times, but never back.  I deleted the application directories and let 3Dcoat rebuild and reset Blender by removing the blender settings folder in Application support.  

Here is some info. 

Blender = 2.92.0

3DCoat = 3.9.72(GL64)

When I start up Blender and activate Applink it creates the 3DC2Blender under ~/Documents.  This file is blank. 

When I start up 3DC it creates the following folders in the Documents folder.

3D-CoatV4 (Exchange is the only folder in this directory)

3D-CoatV49 (This has an Exchange folder as well.  Along with application files and UserData files)

Applinks (~/AppLinks/3D-Coat/Exchange)

Originally there were some scripts in the Applinks folder, however they have never repopulated when re-enabling the AppLink plugin.  At the moment I am not able to get the applink to work at all.  Any ideas?

 

Thank you

Share this post


Link to post
Share on other sites

Hi @MeiNeiro

So you are able to get basic cube into 3d-coat when pressing SEND button but when you want to bring it back with GETBACK button nothing happens? can you you check blender console after you press getback button if there is any errors?

Share this post


Link to post
Share on other sites

 

Hi @haikalle

Thank you for responding.  Right now nothing is happening at all.  I did get it from Blender to 3DCoat once, but could not get it back properly.  I am also not seeing the send to blender link in 3DCoat at the moment.  In the hopes of fixing, I some completely broke it.  I am not getting any errors unless I do not select the object before pressing the send button.  I have looked for the model after trying to send, but I cannot find the model or textures in any of the directories listed in my first post.  

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×