BGE Material Creator (BGE-MC) #40334
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Reference: blender/blender-addons#40334
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Show case
Wiki
BGE-MC aims at simplifying the blender material creation and workflow by ridding the user of having to manually load all the required textures.
The add-on is located in the tools shelf. When choosing to add a new texture, a file path chooser appears and the image is loaded as one of the following texture maps: diffuse, normal, specular, emission, reflection and glow.
Changed status to: 'Open'
Added subscriber: @Genome36
fixed properties location (from bpy.types.Scene to bpy.types.WindowManager).
Added subscriber: @raco
I like this initiative very much, but I have several remarks:
Looks very nice, Genome36. However, I can't seem to make it work. When I click on the 'Create' button a material is added, but it contains no textures. And I get an error message in the Console: 'name booleans is not defined'.
oh, i forgot to say that when choosing a texture you need to turn of the relative path on the left when the file chooser appears. I am still searching on a way to auto deactivate when the file chooser is appearing.
EDIT
Here is the method:
http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.ops.buttons.html?highlight=file_browser#bpy.ops.buttons.file_browse
I'll try to implement it today.
Rectified "name booleans is not defined" bug, i've forgot to include "booleans" in the method "prepare_material" arguments.
Works. Nice Job!
Thanks, I will try to implement the auto-deactivation of the relative path when the file chooser appears and the console print, as soon as possible.
BGE material loaderto BGE Material Creator (BGE-MC)Fixed typo "Relfection"to"Reflection", picked up by codemanx.
Show case file upload.
Added subscriber: @JulianEisel
Added better support for glow maps [ enabled alpha channel and rgb to intensity option / alpha doesn't disrupt the glow map if it is on a black background ]
Fixed empty material bug [ added a statement to verify that at least one image submitted to the add-on exists before creating a material ]
Changed aspect of the addon in the tool shelf for a more compact view (about half the width of the previous version).
Nice job! Just a personal preference. It would be nice if following channels would be editable: Diffuse: Intensity, Color; Specular: Intensity, Color, Hardness.
And to have the option to name each texture. Instead of one block then you would have two blocks stacked on each other. The top block for selecting the image (displaying the name of that image), and the bottom block for naming the texture.
If this doesn't sound good to you, I'll probably try and make these customizations myself. I'll be using this for sure. It's a time saver!
Added a drop-down menu for setting texture coordonates of all maps except reflection [ values: GLOBAL, OBJECT, GENERATED, UV ]
Changed the button Clear to Reset [ Button used to only reset maps file paths, now it resets to default value all the add-on ]
Added raco double bpy.props.stingproperty suggestion [ top being the name & bottom being the image file path ]
Added subscriber: @mahalin
Fixed bug when unregistering add-on custom properties [ bpy.types.WindowManager.material_creator ]
fixed website
Added raco editable channels suggestion [ Diffuse: Intensity, Color | Specular: Intensity, Color, Hardness ]
Planning an advanced feature for multiple texture maps customizable channels.
Added facilitating methods and values to reduce code length or repetitive strings formats.
Added texture node Influences [ such as "intensity", "color", "alpha", "hardness", "normal" and "displacement" ]
Added EnumProperties for "Texture coords", "projection" and "blend type".
Reworking add-on internals to include multi node advanced options, into the textures slots creation class.
I am proud to announce the final release candidate of the add-on Material Creator (BGE-MC).
For information about it's functionalities and initial setup, please follow this link: http://rikutogame.dnsd.me/bge_material_creator.
Added subscriber: @ideasman42
Quick review:
dict
reflection_advanced_row_tex_coords
seem a bit overfly verbose? - either callcol
, or if chance of conflicting names move into own function?Hello campbellbarton
1] [email]
"Hello,
For some reason "os.path.exists()" requires an absolute path to function unless I'm mistaking, thus needing relative path to be disabled for now, until I find a way to fix it. I would like to know how I could add a file selector just like the one in [ properties > texture > image ] https://dl.dropboxusercontent.com/u/11171255/Material%20Creator/image_selector.png".
It would fix this same issue.
2] try/except is to ensure that all the custom properties get deleted before recreating them, in case some are not necessary any more and to prevent conflicts.
3] variable now named data_collection
4] I'll try to make my script PEP8 compliant and follow these guidelines http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts.
Added support for relative paths using campbellbarton "bpy.path.abspath" suggestion.
Changed modules import method to only load necessary modules for the add-on [ from module import submodule ]
Completed add-on wiki [ http://rikutogame.dnsd.me/bge_material_creator ]
Looks mostly fine.
blender_material_creator
This doesn't even need to be a class?Theres a bunch of unnecessary double lookups.
Can be:
More Pythonic then...
Would be...
Added subscriber: @mont29
Removed subscriber: @mahalin
Changed status from 'Open' to: 'Archived'