Assign the identical material on an identical part of the 3D model
max_007 a commencé cette discussion dans Help and Tips

Hello everyone.

First of all I would like to say that I am fairly new to Mecabricks and Blender. Maybe this is a simple problem, but I can't get any further here:

I downloaded a Mecabricks model, imported the ZMBX file into Blender with the Mecabricks plugin. All the shaders and textures are there. However, I wanted to simulate the model in Houdini and therefore exported it as Alembic. But also with the corresponding UVs and face sets. So I could simulate the model, export it from Houdini as Alembic (with the UVs etc.) and import it back into Blender. So far everything works. I can also relink all the shaders and the UVs are all identical with the ZMBX version from Mecabricks. All shaders can be relinked without any problems. However, the textures are missing from the version I've exported from Houdini, but the UVs are identical and the identical shaders are also linked and shown correctly?

What is my misconception?
Maybe someone with some more experience regarding to blender and mecabricks has an idea.

UVs of the ZMBX File:
https://i.imgur.com/satm0Ms.png

UVs from the Houdini exported alembic:
https://i.imgur.com/FyJriWa.png

Shaded view with the same material applied (but the textures are missing on the exported alembic):
https://i.imgur.com/z2LErpx.png

I just relinked a few materials (so don't worry that the alembic file is almost completely white. I'm talking specifically about this one part of the model as an example in terms of the texture.)

Many thanks for any support.

1 réponse · Page 1 sur 1

Not 100% sure on what to do, but the UV map that you're seeing is not the one that MB typically uses. Open the Decorations group and take a look in there... you should be able to find the image texture nodes as well as modify the UV map being used. I have no experience with Alembic files, so I can't help you there. The other thing is that MB shaders were not designed with scaling in mind. There is a scale factor, but it applies per material (each color of a part has its own material). This directly affects all of your normal mapping... so all bumps on the parts will look extremely rough if your parts are scaled down without adjusting this.

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