Export Currently Broken
Erich3D a commencé cette discussion dans Bug Reporting

If you can get export to work in workshop, the product it creates in 3d applications is completely broken. Broken geo, materials, material conenctions, namespaces.

17 réponses · Page 1 sur 1
Avatar de Scrubs
Administrateur

I answered in your other topic.

Hey scrubs, so sounds like the other topic ended up having different issues, so currently importing into Maya is still broken. I went ahead and cleared all caches, opened in multiple web browsers, and tried a different machine all together and the .dae and obj's still dont import correctly. Something must have changed in the current update because I can still open older imports just fine!

After some more testing it looks like the json's and the namespaces are still erroring out. So all the parts switch to the numerical values because they match previous parts and the materials are butting heads with one another and failing to create.

Avatar de Scrubs
Administrateur

Do you parse the imported model to automatically generate the materials, etc? If yes, it is all different now. I will check if the output is valid.

Normally when importing a .dae into Maya it will attach a lambert to eat material with the correct color in the diffuse color. From there I have created the material library in RenderMan that I use to replace all the materials.

So where it stands now it brings in a bunch of broken namespaced materials that don't seem to be attached to the model so I would have to go piece by piece and assign the materials while I had the editor open on another screen so I could see what it was supposed to be. For the whole assembly. Where as before I could convert an entire model in about 5 minutes, I am looking at days now.

Avatar de Scrubs
Administrateur

I am unsure what to tell you. The outputed format seems to be valid and they behaves properly in other 3D software I have been testing (I don't have access to Maya).

OBJ:
https://i.imgur.com/sN5U5B1.png
Materials are named mb_{MATERIAL_REF}

DAE with group by geometry option:
https://i.imgur.com/fXe6H6C.png
Materials are names mb:{MESH_NAME}:{MATERIAL_REF}
It is different depending on the instancing option chosen.

Doing everything the same way you did, it just no longer works with Maya so my only option at this point is to get Blender if I want to do anymore Lego creations quickly, sadly. I do plan on getting Houdini sometime soon, maybe it will be working fine in that package.

Avatar de Scrubs
Administrateur

I you manage to find what would make it work in maya, I have no problem implementing it.

Sadly, I have tried all week and have had no luck with any export method. Maya and Houdini currently are broken, Modo and Blender work. But since Im a RenderMan for Maya user my days of rendering Mecabricks have come to an end. I still can't figure out what exactly is happening but its definitely something json and namespace related. Materials just aren't attaching to surfaces like they used to. I even downloaded Blender so I see that the materials work like your screen shots, but even exporting from Blender into Maya is broken so...not sure what to try next.

Hi Erich3D,

welcome to Mecabricks. 😉

I had a chat with Nicolas because I am using Maya at my university. The issue is caused by a change in the naming system using ":". Before the change a material was named like "26:::" and now the name is like "MB:3033.json:26". Unfortunately the namespace system of Maya is using ":" and as long as nothing is written behind the last ":" the import works as intended. But the new naming will cause a conflict and additionally it will break Hypershade here in Maya 2020. The window has lost its layout and will be fixed when creating a new scene.

I never cared about Mayas namespaces because I am teaching basics and look development beside many more applications. Nicolas is now informed and he will put this on his list.

We need to be patient. 😉

I found a workaround:

  • Open .DAE with Wordpad
  • Replace : with _
  • Import

No errors

I hope this helps.

Now we have another issue.

The former naming of the materials was like "Colornumber:::". This gave us a list of shared materials in this scene for hundreds of objects. Now we have too many materials of the same type with different names for many objects. Actually I see no way to clean that up with a click. This makes it painful to edit the shaders.

Another problem is that the base colors are now not identical anymore.

Can confirm this is the same for me after editing the .dae.

What is definitely happening is that each brick type is sharing its base color with similar bricks. So now a 1x1 white, 4x1 white, etc all exist when it used to be all white bricks shared a single material. I didnt have time to jump into editor before but maybe there is a macro that can be done, Ill see what I can find if you want to keep looking on your end. Damn namespaces! haha

Avatar de Scrubs
Administrateur

Please try again (after clearing your cache).

  • Updated separator to | instead of :
  • Converted colour values from sRGB to Linear
  • Materials are not based on part geometry anymore

After two tests things seem to be working quite well! Take this "youre awesome" points!

Avatar de Scrubs
Administrateur

👍

Confirmed. Looks all good. Awesome and superfast job, Nicolas. MERCI!

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