Advanced Add-on for Blender
Scrubs started this discussion in Model Export and Render
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Administrator

Check the Advanced Add-on description page for more information.

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616 replies · Page 30 of 31

Hi Scrubs,

I followed the steps but I dont seem to find the checkbox for High-Resolution Meshes, all I see is Geometry Options (Logo on Studs, Local Parts [which for some reason imports duplicates of the minifig and they are all zeroed out in world space], bevel. Am i doing something wrong?

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Administrator

Hello Glasimonix. The advanced add-on can work with the high resolution minifig package available on the shop. Instructions are in the PDF. You shall select the path to the package in the Mecabricks Advanced Add-on preferences. Then when you import your model, you shall tick "Local Parts". It only works with the minifig parts converted to the second version of the Mecabricks part system. There is a bug with the latest version of Blender and root HD parts are added in 0,0,0, you can just delete them.

Excuse me if this has already been asked, I went back a few pages and saw no mention of it. But is there any plan to support Cycles X? I tried to use it but got errors about the materials being incompatible

https://code.blender.org/2021/04/cycles-x/

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Administrator

No, not until it is in an official Blender release.

Hi!
Does this addon also grant capability to render in flat colors similarly to how the viewport can be seen in flat colors? Is there a script for that?
And, I guess just in general, is there any way to render flat colors using Blender without re-materializing each part individually?

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Administrator

No this add-on doesn't handle flat shading.

How do I change the image texture for minifigures

Is it just me or are the scratches, dents, fingerprints, dirt, color shift, and deformation options broken. IDK if it was just me but it appears some of the node connections in the shader graph are disconnected when they're not supposed to which results in the Mecabrick shader options to not work.

I was luckily able to fix the fingerprint and dirt options by going to the Base Material #1 node and then connecting the Group Input roughness connection to the Group Output roughness connection. Then for the dents, scratches and deformation I went to the Eevee Shader node and connected the normal connection in the Group Input node to the normal connection on the Bump node.

Also, as an additional note, it appeared that the deformation option still didn't do anything at this point but if you go to the Customize node and then into the mb_custom_normal node and then final into the mb_deformation node, the first multiply node that is multiplied to the Strength is at 0.1 and can be increase above 0.1 to make the effect more apparent.

Although I still haven't figured out what the color shift does or how to fix it.

I've included my solution to my problem if anyone was having similar difficulties as well as the caps lock at the top so people don't miss it.

Edit: I was using the Eevee when these options are only for Cycles.

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Administrator

@tim-program I am not too sure what it is all about, but all these options have been obviously thoroughly tested and work as intended. Are you aware of the control panel which is controlling automatically all these settings? The install.pdf file inside the package might also give you more information.
https://i.imgur.com/tHwRybp.png

Edit: I start to think that you try to use these options with Eevee. As clearly indicated in the product description, these settings only work for Cycles, not Eevee. Eevee can only handle so many textures per shader and if the cap is reached it crashes. At the moment it is unfortunately not possible to activate them as this cap could be reached for some parts.

Maybe in a future version, a checkbox could be added to activate them letting the user know that it may crash.

This was what my problem was. It seems I went about trying to enable it for Eevee without realizing it works for Cycles. Thank you for the clarification.

Hello,
Is there any chance to have the add-on somehow support a wider range of graphics cards, overriding Blender's current minimum requirements? I can see this making the product instantly more attractive to a wider audience. For most users, Lego rendering shouldn't be too demanding on the hardware , but as things stand it is a no-go and Blender just defaults to CPU. Thanks!

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Administrator

Rendering requires a lot of power which not everybody as. There are no ways around that. Hence the solution with the online render farm for those who don't have the hardware home.

Hi all. I recently purchased the Blender Advanced Addon but can't find the geometry options panel. Probably an easy fix but I'm dum.

Thanks in advance!

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Administrator

Which panel are you looking for? The first one is on the right hand side of the file browser window (you may have to expand it) after you select the “import zmbx” menu.

Good afternoon!

I have an issue in blender, but dunno if it's related to the addon or blender. I've imported several huge constructions, the whole thing is running pretty well.
But the problem is that i'm unable to select the bricks. If i press "A", they are all selected, but impossible to select one or just some with the classic box selection. In wire view, box selection is working but for a small amount of bricks.

Do you know what causes this problem please?

Does this addon work with Blender 3.0?

I get a long error-list in Blender when trying the import.

Worked like a charm in Blender 2.9 so I just want to verify it is 3.0 that is the problem or else I have to keep on looking for the problem.

Forgot to say that I'm using the latest version 2.1.7 😃

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Administrator

@dr_lofstrand yes probably. I did not have the time to check Blender 3.0 yet.

Thanks Scrubs.
Then I'll go back to 2.9 again 😃

Hi again Scrubs.
Installed Blender 2.93.6 but I still get the long list with errors when I'm trying to import.

Do you know which version of Blender that is safe?

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