Advanced Add-on for Blender
Scrubs a commencé cette discussion dans Model Export and Render
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Check the Advanced Add-on description page for more information.

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616 réponses · Page 26 sur 31

Hello! Thank you for this wonderful add on @Scrubs

Btw, I noticed that it makes so many material shaders. Is there a way to quickly combine similar materials into one?

Thanks again

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@feureau No, materials are instances per colours and per part type. A red 1X1 brick material is different to a red arm material - roughness, seam lines, mould marks, normal map for Eevee, etc.

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Add-on updated to version 2.1.7
It is worth upgrading as it brings lots of new materials, bug fixes and improvements.
Check the change log.

Thank you for the update! Btw, is there a way to change material from within blender?

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It may be possible, but you must have a strong understanding on how Blender shaders work as well as how the materials are built by the add-on. This last point makes it quite tricky.

I see! I've been looking for a quick way to do that without having to change it in mecabricks and reimporting. And, beyond that: a quick way of disabling ambient occlusion and bevel on the shader too, but I suppose that would also involve digging through each shader with scripts etc....

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There are no ambient occlusion in the Cycles shaders and for Eevee it is just one global checkbox to untick.

I see! Thank you.

How about disabling the bevel nodes?

Also: for the updated coloured transparent materials for Eevee --- does it auto update imported materials for bricks imported using previous version or would I need to re-import them:?

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Materials are created when the model is imported, they are not tight to the add-on and can work without. Therefore upgrading the add-on doesn't have any impact on materials.

I see! Thank you!

Hi, Scrubs, some question about the template for mecabricks advanced, I see that it's set to millimeter with scale at 0.001, but this causes some problem with particle physics in that it limits the speed at 1m/s and you can't even manually enter any number bigger than that. It works fine if it's in meter though.

Is there a way to use meter unit and not have the shader scale incorrectly?

I tried this: https://i.imgur.com/7KQ9tLu.png Is this ok shader-wise?

Thanks again!

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Yes, it shall be fine. Units don't really have any impact on the shaders as long as you don't scale the parts.

Awesome. Thank you for the quick reply too!

Can I import files in LDR format instead of zmbx? How to do. The ZMBX format of the web page is too stuck

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No. It is designed to work with this format only.

Hi, Scrubs!

Quick question. So, I notice that some parts imports with this sort of low poly curve like so: https://i.imgur.com/93Jhmdt.png

And when rendered they would show up very clearly low poly on the render. Is there an option to get hires mesh for this sort of thing or tips on how to fix a bunch of them quickly?

Thanks!

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Can you give the part ID?
Did you use the real bevel option?

Hi, Scrubs

part ID is 15068 - Plate W. Bow 2x2x2/3

Model is this one: https://www.mecabricks.com/en/models/GVjKo6oBjnz

But I've noticed this happening with some other parts too, such as 85975 Fez and some conical shapes: https://i.imgur.com/SmlhBHl.png

Model is this one: https://www.mecabricks.com/en/models/Dp2lo4EgaMV

all imported with the bevel option checked and settings at default: https://i.imgur.com/631hfZr.png

Latest mecabricks advanced in blender 2.90.1

Thanks!

Hi, Scrubs! How you doin'?

Any news on importing highres meshes and avoiding these lowres rounded parts?

Also, I've been looking into the shader nodes and can't find it, but how do you disable the bevel nodes?

Thank you.

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Administrateur

I was away on holidays. I could not look into that. I will check when I find a few minutes.

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