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[Suggestion] Normal map conversion and other channel packed textures #3

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Wolfgang-IX opened this issue Oct 1, 2023 · 5 comments
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enhancement New feature or request

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@Wolfgang-IX
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Hi, I've couple of suggestions if you don't mind.

  • for Normal map to add conversion from DirectX to OpenGL based on suffix/ check box.

  • as for channel packed textures, it would be great if we could adjust what each channels for with a drop down menu in case people have different method like MRAO, RMAO etc. instead of ORM.

thanks
image

@BlackBladeDesign
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Hey Wolf,

I've built this primarily to improve my own workflow in exporting GLB's from blender and speeding up node creation, these suggestions are great and would make it a lot more helpful for a lot more people. I'll definitely spend some time and work out how best to implement it.

For your normal map point, for my own work I only need to use a Normal Map node with the normal texture, for the DirectX/OpenGL textures in regular practise is there another node structure that's best to use? Please share your setup for both etc. Aside from node differences I've just enabled the name difference to change by changing the suffix - since the material name is the only thing captured, the rest is up to the suffix to decide what texture is chosen.

@Wolfgang-IX
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Thank you for considering it, here's my node groups that i use, hope it helps.
Materiality is for the channel packed texture

image
01 Node Group Library.zip

@BlackBladeDesign
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Just an update, It going to take a while longer to fully implement custom node structures while I change the way nTreeSetup works in Operators.py, but the node tree JSON exporter/importer supports groups now. Still need to add default values/custom values, and also pull the image texture node asset names, but yeah.

I'm thinking of saving the texture asset name to the JSON too, and on import, NodeMaster will remove the extension name and search for the texture name in the textures directory. That way suffixes won't necessarily be needed. It's either search by texture name or search by image texture node name. Not sure which route to take yet. Maybe a combination of those two and searching by material name is best.

@Wolfgang-IX
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Hey thanks for the update, take your time 🙂

or search by image texture node name

is it this? if so that would be great
image

@BlackBladeDesign
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@Wolfgang-IX Not exactly just yet,
I'm currently working with a dictionary to determine the texture type to load since the main goal here is to load the full set of textures whether ORM or MRAO or any other standard reuseable set up. Ill have to expand the exporter to support image names like that and then the autoload function to find that in the textures folder.

An update though - Node tree exports/imports now support groups recursively, and support images - the nTreeSetup function now uses the importer too and JSON so exporting a set and using it in autoload now works.

  • I have to add a folder selector, but right now in Appdata for a blender in the addons folder/props/NodeStructures you can export to this. For mac is in Application Support I believ
    Ill update the readme soon with the proper info and probably make a video tutorial too.

Screenshot 2023-11-03 at 10 40 05 am
Screenshot 2023-11-03 at 10 41 01 am

@BlackBladeDesign BlackBladeDesign added the enhancement New feature or request label Nov 7, 2023
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