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  1. #161
    Member Meta-Androcto's Avatar
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    Shaba1,
    I was providing info for varkenvarken.
    you can d/l all scripts from addons contrib in one go here:
    http://git.blender.org/gitweb/gitweb...ot/HEAD.tar.gz



  2. #162
    Sorry this is so long coming, but I just wanted to say thanks for taking the time to do the update; it's really looking good!
    With the materials, there was a script or something I had seen a couple years ago that was used to add in custom meshes in the Add>Object menu that basically converted a mesh into code. I don't remember exactly how it worked, but I think instead of having to put in all the vertex coordinates manually, it would kind of copy all of the mesh data that was already there and put it into script format. I don't know if this idea would work for nodes or not, or really how you even code a node network in the first place, but it might be a way to easily code that material you were talking about. Also, this might seem a bit random and I wouldn't know if it is even possible to do, but if you ever run out of ideas for add-ons, one thing Blender is really missing is a Random Seed for the Object Info node. With all of the things I have seen people use the Random output of the Object Info node for, being able to change the final result would really come in handy. Thanks again!



  3. #163
    Hi, the addon is really great! I have few suggestions though:
    1. The normals are pointing the wrong direction. (checked the version 20150404)
    2. I would prefer the shading to be set to flat instead of smooth - the planks are mainly flat and should be shaded that way.
    3. It would be great to have an option to rotate the uv coordinates 90 degrees - I have many textures pointing the other direction
    4. It would be great to have a scale for the UV coords - in both x a y axes separately (for the non-square textures)

    All these issues are easy to correct manualy but it would save me a lot of time if it was implemented in the addon.
    People on my ignore list: DcVertice, Love 3D



  4. #164
    @ArtOfLight: glad you like it As for using a different seed: I think that you can easily use the object info random and transform it with an add and a modulo (I have illustrated that below). I you duplicate the material and use a different value for the addition you get a completely different distribution. Just make sure the value added is bigger than 1 and keep the modulo to exactly 1.0 (otherwise the value will not be distributed between 0 and 1)

    Screenshot_seed_material.png
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  5. #165
    @maraCZ: thank you for your suggestions, I'll see what I can do. Only on point 2 our preferences differ :-) Because of the bevel modifier, the edges of the planks will look sharp anyway and (more importantly I think) many materials have a subtle bump map or normal map even when the planks themselves are indeed mostly flat, but those materials in general look better with interpolated normals. But that's all a matter of taste of course :-)

    That normal thing still escapes me though: when I generate a floor board object the normals point outward (see image). What do you get? Could you perhaps show an example and list the steps to reproduce it?
    Last edited by varkenvarken; 28-Aug-15 at 02:21.
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  6. #166
    Hi, I added rotation and scaling options to planks.py (links to GitHub, version is 20150828) as requested, although to be honest I personally think that tweaking the uv-coordinates is done more conveniently in a material itself (by using a vector map node), but have fun anyway :-)
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  7. #167
    @varkenvarken: Thank you very much for the new version! Scaling and rotating works great - the reason I don't like using the vector transform is that it is visible only in material view and not in texture view.
    The problem with normals is still there. Here is an image for illustration:
    Floorboard-normals.jpg

    The left floor shows the result with default settings - in solid view you can clearly see the blue tint showing the incorrect normals. I also checked the normals in edit mode - they seem to be OK but only because they are too long and they go through the opposite face - if you decrease the size of the normals they disappear inside the planks.

    About the flat shading: It is really easy to fix, so no problems here
    People on my ignore list: DcVertice, Love 3D



  8. #168
    @maraCZ: good find! Thanks for the images, I completely overlooked it. Fixed it in version 201508281437 (available on the same GitHub link). THe normals on the herringbone and square patterns seems to be alright ...
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  9. #169
    Great! Now it works flawlessly. Thank you very much for all your work on this addon!
    People on my ignore list: DcVertice, Love 3D



  10. #170
    varkenvarken - Thanks for sharing that, that really works well! I haven't had any experience with the modulo setting, so that really fascinates me how that works. Would you mind if I used that idea in my randomization node groups that you can see here: http://blenderartists.org/forum/show...tiTexture-Map? The way I had been doing it that sort of works was to invert the random colors and then mix that with the non-inverted colors with a few other nodes in between, but I wasn't able to get it working for distributing the textures. I think your idea will work though.


    With the UVs, if it isn't too much work, one other option that might be nice is to have all of the UVs on top of each other and scaled to fit the bounds of the texture, while still keeping the correct length for each floor board, just so that you can use single floor board textures instead of just one seamless texture. Hopefully you can see what I'm talking about in the image below. There is an add-on that does this already found here: http://blenderartists.org/forum/show...ign-Distribute, which I used to make the image, so it wouldn't matter too much if you decide not to add it in. The only reason I mention it is there might be people wanting to use single floor board textures that don't know about the UV add-on, and it would help them out to have an option for it.

    floor board post.jpg



  11. #171
    This add-on is perfect for generating brick walls. add displacement to front side after subdividing to add detail.



  12. #172
    @ArtOfLight: by all means use the modulo trick in any way you like . As for your uv-mapping sugesstion: that might indeed be useful in some situations. I'll see what I can do.
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  13. #173
    version 201508301001 adds a Packed option (in the uv drop down), let me know if that is what you needed.

    BTW, I noticed that under certain circumstances the mesh contains doubled vertices, especially with the parquet layout. I think they are the result of Blenders boolean modifier (rather than calculate all sorts of planks the add-on generates a pattern that is guaranteed to be large enough and then it is cut to size with a boolean.). I'll have to look into that one some time in the future. For the time being just be aware that if you see lighting artefacts, go to edit mode, select all, and choose remove doubles.
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  14. #174
    might as well add remove double function when executing.



  15. #175
    sure, but i want to be 100% sure that the boolean modifier is the cause. After all, cleaning up is less elegant than producing no doubles at all :-)
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  16. #176
    varkenvarken - Yeah, that works great! Thanks a bunch for everything!



  17. #177
    @varkenvarken:
    I use your addon to generate ceramic tiles and there is one thing I miss:
    The grid always starts in the corner of the object but for the ceramic tiles I usually need to offset the grid so that the wall is symetrical. It would be nice to have two extra parameters for x and y axis grid offset. See the image bellow.
    Floorboard-grid-offset.jpg
    It is posible to solve the problem by using the boolean modifier or offsetting the grid in edit mode but it is slowing down the process a bit.
    People on my ignore list: DcVertice, Love 3D



  18. #178
    @maraCZ: I'll see what I can do, I think it is possible without much work.
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  19. #179
    version 201510101638 on GitHub now has an option to shift the origin of the pattern. Note that there are soft limits on both x and y values but like most options in this add-on they can be overridden by entering a value by hand if necessary. (an example is shown on my blog).
    Last edited by varkenvarken; 05-Jul-16 at 09:24.
    Check out my new add-on, Ortho, or the other ones on my Blender Market store.
    There you will also find my e-books 'Creating Add-ons for Blender', 'Open Shading Language for Blender' and the new 'Blender Add-on Cookbook'.
    Main blog: http://blenderthings.blogspot.com



  20. #180
    Thank you very much! It is very usefull.
    Btw.: The offset also helps with the error with double vertices. If you change the offset to a non zero value you never get the shading issues caused by the double vertices.
    People on my ignore list: DcVertice, Love 3D



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