Officially supported add-ons which come enabled by default in Blender.
(Fixed odd end of file issue in the previous diff)
Reverted normal map strength change
Thu, Sep 17
Thanks for this report.
I just committed a first work around about it on d7d2bad09f8c04d3e86081481fc700ae3c834800
Now you can mute your principled shader, it will be ignore.
I committed the emission strength part of this along with D4971.
Wed, Sep 16
the importer is presumably already checking if the imported diffuse is using a .png texture rather than a .jpg etc, because it only creates the additional image texture node in the case of png. So in the bit of code that creates the second image texture node, it must also be creating the link between the colour socket and the principled alpha socket. So it would appear to be just an error in the line of code that creates the link:
regardless though, it's definitely a bug, because the colour output of an image should never be plugged into the alpha, otherwise every material that has a png will be see through unless the texture is completely white :)
It’s easy to code, I’ve already written it. Just need to assign the base couloir textures alpha out to the principled man alpha in if the format is .png.
Tue, Sep 15
Slight amendment to the code I posted above (forgot to check if it's a mesh). If this is run from the text editor prior to export, then the fbx error disappears
Setting to hig prio since it is reported so often.
@Richard Antalik (ISS) In our case Blender 2.83.3 was used when the bug occurred. No add-ons besides the ones that are active by default. The artist extruded (E key) the arch above the door into the wall of the building like so:
That's all I can tell you. I personally never encountered this bug, and following these steps as described doesn't cause it for me either.
@gobb_blend thank you for example file, can you add steps to what exactly should I extrude to cause the bug? also do I have to use specific Blender version?
Dropping this comment here [might help track down the issue as well]:
Sat, Sep 12
Committed an alternative patch that passes the area to ED_file_change_dir.
Fri, Sep 11
That will make every face faceted as other programs generate their normals based on topology continuity, by doing that you just made every face discontinuous. You need to substitute the edge split modifier for whenever you use use auto-smooth. Normals of any kind will not be loaded.
Ah ok, i'll just try splitting the entire model up into seperate faces and then using the data transfer modifier to project the original normals back onto the new vertices.
Updated diff to support changing to alpha socket after creation of the texture wrapper. (I will leave channel packing for the future)
blender writes out point normals (in houdini language)
No, it writes face corner normals (vertex in houdini language)
Are you exporting morph targets from Maya and trying to import them into Blender?
@Alex Strand (astrand130) I decided to have a go at the test you mentioned. stripping the normals resulted in the model importing without the shading artefacts that were being caused by Blender's obj file but not Houdini's obj file, this is because max was forced to recalculate it's own normals rather than use those Blender had created in the file. Here's the file if you want to give it a try:
Thu, Sep 10
Thank you for let me know no problem. I know Twitter and I never like Twitter. I had use many times they never support for deaf people. I reject Twitter.
According to astrand135 on Twitter they are working on an updated mtl exporter. The patch hasn't been submitted yet though.
Are you still work processing about .mit match between texture and .obj preview?
in my models I'm generating custom normals from the data transfer modifier to correct normals after boolean or knife project. Are you saying if I set the edge angle to something really low in the edge split modifier, like 0.00001, then all edges will be split and the custom normals will be re-assigned to each of the corner vertices...so still appearing smooth where necessary even though they're split?
Awesome, thanks dude.
Wed, Sep 9
Planning to extend ShaderImageTextureWrapper to use the Seperate RGB node for masking.
@Alex Strand (astrand130), thanks for the feedback, setting as a paper-cut.
Hi Alex. the visual appearance of the normals in max and meshlab appeared to be identically incorrect. Max is able to read the split normal data because if the option to import as a single object is checked, then the file normals appear fine (i'm selecting to use the file normals and not to recalculate them at import). If I resave the obj file in Houdini then max can import as multiple objects without the normal issue, so it seems that Houdini is producing more widely compatible obj files. I think you mentioned it was because Houdini adds additional vertex normal data whereas blender does it in a more efficient way?
I'm still working with Blender 2.79 BGE. think the Blender team has made a terrible mistake. Previously this software was wonderful for all content creators, I even cut videos with it. Never was there a question like "hm there are better programs to do X out there, let's remove X". Instead the tools simply improved, gradually, and became among the best. Yes not everyone creates games, and not everyone creates movies, but please don't castrate Blender just because you are a developer just interested in one aspect of Blender.
UPBGE now looks promising and has a lot of maintainers, I hope the Blender team will be smart enough to merge it back at some point. Not having to export content for a game engine can save so much time if you are working on a game in a small team!
Tue, Sep 8
Mon, Sep 7
@Alex Strand (astrand130) I'm getting the normals issue when importing and choosing to use the files normals (not recalculating). Triangulating resolves the broken ngons, but makes shading broken (I believe even if loading the file back into blender).