Before I get started, I do not own the Blender Advanced plugin... so if you have it, this may or may not work for you.
I am using Blender 2.93.4 and Mecabricks Lite 3.1.4 (plugin version can be found in Preferences -> Add-ons, then hit the triangle next to the Plug-in name)
If you use the Blender Lite plugin, there is a way to get decorations to work with Eevee, which also runs Material Preview in the Viewport Shading options. Be aware that this will remove Normal information, which means that stickers and prints will not have a different surface finish from the plastic. This workaround is especially useful if you use Material Preview to block out animations and then render in Cycles. If you are doing this, make sure to reverse what you did before you render to get the Normal data back.
This node should be shared across all of your decorated parts, so this should "fix" your Blender problem for this file. [M] is a toggle shortcut, so you can hit it again to unmute the group. Again, I don't have Blender Advanced, so I don't know its shader structure and therfore I do not know if this will work or not.
None of the nodes pop up for me, all I see is a grid
Try zooming out or hitting the numberpad [.] key while your mouse is over the shader grid... they may just be hiding off to the side.
nope same result
https://flic.kr/p/2mxsKRZ
Idk whats wrong
Hmm... all of your parts are black. This is a different problem than I was having. For me, I can see anything that's not decorated as I did back in 2.92. Printed and stickered parts turn pink in Eevee for me.
Your issue is obviously different. I'm not sure if it's different hardware or software, but you have something I cannot reproduce. If someone else could replicate and solve the issue, I would hope that they post here. Here is how I might start troubleshooting:
Baseline
Lighting
Materials
Hopefully this will turn something up useful for you or someone else can help with this problem. I'm sorry you're having such issues. Good luck.
Lighting has been ruled out cuz I followed the steps and it is still black
K its a shader problem cuz the duplicated part turned green
I plugged the base material into the material output that didn't work
step 4 wdym I did the same thing to all the parts and non of the parts turned black?
Ok, good... we're making some progress. BTW, are you on Lite or advanced?
We know that you can apply a material to a part and make it work.
Basically the process now is to work backwards from the Material Output. I'm recommending a Principled BSDF because we'll need it to troubleshoot the Base Material.
Add your Principled BSDF to the top layer and change the color to green. I'll call this the Green Node from now on. *The green color is just to get it away from white, which is the same as when Blender is processing the shader... so it's just colored so we can tell quickly if the shader is working. Green is not magic except that it's not white. *
Connect it to Material Output
a. Part stays black - Your Mecabricks shader material is borked. You'll need to create a new material from scratch.
b. Part turns green - Continue troubleshooting
a. Part stays black - Your Mecabricks shader material is borked. You'll need to create a new material from scratch.
b. Part turns green - Continue troubleshooting
As far as starting over, there are a few paid materials for blender that are specifically for Lego/ABS plastic. You can try building plastics from scratch... I'd search making plastic materials for blender or something like that. You'll probably learn more than you were expecting if you need to go this route, and that could turn out to be a good thing. The more you dig into the nodes, the more you'll be able to tune the material to your liking.
Let us know how it works out... hopefully something positive.
What is the top layer? for step 1
The first image in my first post. There should be a grey background. When you go into the group, you will see a green background.
this is what happened on step three I was following the steps but on the hip parts
https://flic.kr/p/2myMEHP
Ok, so just to make sure,
If it's number 1 then my next question is are your arms, legs, and torso all decorated? If so, we're doing good. We'll deal with decorated parts after we fix the base material.
Good. Thanks for being patient with me on this. So I think you have nodes both in the Base Material as well as the Decoration groups that your computer doesn't like.
Each type of part has a unique material, but the materials all share certain groups. You can tell which groups are shared by seeing if there's a number to the left of the shield. So for example in my picture in the first post, the middle picture has a red rectangle around the *mb_base_decoration[/b] node. This group is shared across 12 materials. Anything we do inside this group will affect all 12 materials that use it. (All of them in this example.)
In your case, I think all of your materials use the base material node. The hands don't have a decoration node, so they work. The hips have bypassed the mix node, so even if they're printed, the decoration node wouldn't affect them. I believe you have gotten your [i]Base Material* group "working." But because it still merges with the Decoration node on the other parts, that indicates to me that the Decoration group may have issues as well... or possibly something upstream as well. Maybe in the Normal group, maybe not. We can deal with that after we finish with the Base Material. So let's keep working in the [i]Base Material[/b] to see what is causing your computer to choke.
Wdym mean by match each setting to the existing principled bsdf there is no other principled bsdf other than the green node or do you mean the one inside the base material
I'm going to refer to Principled BSDF as Shader to cut down on typing. Yes, we are inside the base material. In your image, you have two Shaders, with Yours on the left and the Original on the right. I was calling Yours the green node before. Now I'll just refer to it as Your Shader, but these are the ones I'm talking about.
In this part of troubleshooting, we will NOT change anything on the Original Principled BSDF.
The next option is Christiansen-Burley for both the Original and Your Shaders. You can leave this as it is.
The next option is Base Color. Leave this alone so we can see things turn green or not.
The next option is Subsurface. On the Original Shader, it is 1.0. On Yours, it's set at 0. Make Yours 1.0 to match the Original. Give it a few seconds. Did it turn black?
Hi, I would like to let you know I no longer need help. Idk why but I just downloaded blender 2.93.5 and it seems to be working! I should no longer need help but if I do I will let you know!
Good!
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