Blender shaders and materials

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davidzoli
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Re: Blender shaders and materials

#31 Post by davidzoli » 10 Oct 2016 14:29

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.
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SiSL
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Re: Blender shaders and materials

#32 Post by SiSL » 17 Oct 2016 03:54

I tried to add eut2.leaves with shadow attribute, seems I get no pmd export from that...

Is it even possible?

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50keda
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Re: Blender shaders and materials

#33 Post by 50keda » 17 Oct 2016 06:26

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?

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SiSL
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Re: Blender shaders and materials

#34 Post by SiSL » 17 Oct 2016 06:27

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

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 )
    }
}
Error is basically this:

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 )
        }

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50keda
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Re: Blender shaders and materials

#35 Post by 50keda » 17 Oct 2016 06:57

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:

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.


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Ocedare
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Re: Blender shaders and materials

#37 Post by Ocedare » 16 Apr 2020 19:46

@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 ;)

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Sorry for my English ... :D

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abasstreppas
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Re: Blender shaders and materials

#38 Post by abasstreppas » 16 Apr 2020 20:01

@Ocedare I'm glad I could help ;) Your truck looks amazing now 8-)
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Grinch
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Re: Blender shaders and materials

#39 Post by Grinch » 03 May 2020 04:11

@abasstreppas Hi, can you update you basic settings for Blender 2.81 and ETS 2 - ATS 1.37 ?

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abasstreppas
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Re: Blender shaders and materials

#40 Post by abasstreppas » 03 May 2020 13:04

@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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