Blender shaders and materials
Re: Blender shaders and materials
Thanks.
Problem is, pit/pim started to contain rfx suffix. Suffix fx was trimmed, but not rfx lately.
We will ask the developer to do so.
Problem is, pit/pim started to contain rfx suffix. Suffix fx was trimmed, but not rfx lately.
We will ask the developer to do so.
Re: Blender shaders and materials
I tried to add eut2.leaves with shadow attribute, seems I get no pmd export from that...
Is it even possible?
Is it even possible?
Re: Blender shaders and materials
eut2.leaves is rather complicated shader with billboarding via informations from UV mappings. Because we can not reproduce billboarding in blender 3D viewport with nodes (the system that is currently used for visualization of shaders), there is a big chance your data is missing sth thus exported data not properly converted.
Did you check /bin/win_x64/mass_convert.log for any signs of errors/warnings?
Did you check /bin/win_x64/mass_convert.log for any signs of errors/warnings?
Re: Blender shaders and materials
Yes, it gives error of "N" and "O", then I check Pim file it is meant to be "NO TAG" thing, doing about queue_bias (after trying adding to shader presets txt)
I'm not really after how it looks in Blender, as long as it exports OK
Error is basically this:
It Test.pit
I'm not really after how it looks in Blender, as long as it exports OK
Code: Select all
Flavor {
Type: "LEAVESSHADOW"
Name: "shadow"
Attribute {
Format: FLOAT
Tag: "queue_bias"
FriendlyTag: "Queue Bias"
Value: ( 2 )
}
}
Code: Select all
Shader {
PresetName: "leaves"
Effect: "eut2.leaves"
Flavors: ( "LEAVESSHADOW" )
Flags: 0
Attribute {
Format: FLOAT3
Tag: "diffuse"
Value: ( 1.0 1.0 1.0 )
}
Attribute {
Format: FLOAT3
Tag: "specular"
Value: ( 0.6999999881 0.6999999881 0.6999999881 )
}
Attribute {
Format: FLOAT
Tag: "shininess"
Value: ( 90.0 )
}
Attribute {
Format: FLOAT
Tag: "add_ambient"
Value: ( 0.0 )
}
Attribute {
Format: FLOAT
Tag: "aux[0]"
FriendlyTag: "Aux 0"
Value: ( 1 )
}
Attribute {
Format: FLOAT3
Tag: "aux[1]"
FriendlyTag: "Aux 1"
Value: ( 1.0 0.0 0.0 )
}
Texture {
Tag: "texture[X]:texture_base"
Value: ""
TexCoord: ( 0 )
}
Texture {
Tag: "texture[X]:texture_mask"
Value: ""
TexCoord: ( 1 )
}
}
Code: Select all
*** ERROR *** : /vehicle/truck/upgrade/interior_decors/toybig/test.pit:337: unknown token : 'N'
*** ERROR *** : /vehicle/truck/upgrade/interior_decors/toybig/test.pit:337: unknown token : 'O'
*** ERROR *** : /vehicle/truck/upgrade/interior_decors/toybig/test.pit:337: syntax error [ token 'TAG' ]
It Test.pit
Code: Select all
Attribute {
Format: FLOAT
Tag: "queue_bias"
Value: ( NO TAG )
}
Re: Blender shaders and materials
Well the problem here is you property "queue_bias" which doesn't really exists. So because it's not existing, blender exports "NO TAG" as value.
However don't use shadow as a flavor. Just use baked shader preset with shadow flavor in it. And this should be proper preset for leaves shader:
However don't use shadow as a flavor. Just use baked shader preset with shadow flavor in it. And this should be proper preset for leaves shader:
Code: Select all
Shader {
PresetName: "leaves"
Effect: "eut2.leaves.shadow"
Flags: 0
Attribute {
Format: FLOAT3
Tag: "aux[1]"
Value: ( 1.0 0.0 0.0 )
}
Attribute {
Format: FLOAT
Tag: "add_ambient"
Value: ( 0.0 )
}
Attribute {
Format: FLOAT3
Tag: "diffuse"
Value: ( 1.0 1.0 1.0 )
}
Attribute {
Format: FLOAT
Tag: "shininess"
Value: ( 20.0 )
}
Attribute {
Format: FLOAT3
Tag: "specular"
Value: ( 0.5 0.5 0.5 )
}
Attribute {
Format: FLOAT
Tag: "aux[0]"
Value: ( 1.0 )
}
Texture {
Tag: "texture[0]:texture_base"
Value: ""
}
Texture {
Tag: "texture[1]:texture_mask"
Value: ""
}
}
Last edited by 50keda on 17 Oct 2016 06:58, edited 1 time in total.
Re: Blender shaders and materials
Thank you I'll just try that
Re: Blender shaders and materials
@abasstreppas "Even if this is slight of topic in this thread, I'll try to give you my basic settings:"
Many thanks !! I've been testing different settings for months and I come here doing research ... This is exactly what I was looking for. Thanks again
[ external image ]
Many thanks !! I've been testing different settings for months and I come here doing research ... This is exactly what I was looking for. Thanks again
[ external image ]
Sorry for my English ...
- abasstreppas
- Posts: 7492
- Joined: 06 Feb 2013 20:32
- Location: Back on Öland again
- Contact:
Re: Blender shaders and materials
@Ocedare I'm glad I could help Your truck looks amazing now
Re: Blender shaders and materials
@abasstreppas Hi, can you update you basic settings for Blender 2.81 and ETS 2 - ATS 1.37 ?
- abasstreppas
- Posts: 7492
- Joined: 06 Feb 2013 20:32
- Location: Back on Öland again
- Contact:
Re: Blender shaders and materials
@Grinch I'm sorry but I haven't updated my Blender and BlenderTools yet so i can't help you with that
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