[Addon] GYAZ Texturer

Update #6: Sep 9, 2018

The addon

  1. provides nodes that extend the texturing capabilities of default Blender nodes.
  2. bakes down the typical material properties that real-time renderers use with a single click without any extra effort, without having to add any extra nodes to the node tree. This provides a huge time saving by automating what can be and should be automated. It bakes all the materials on all the selected objects to shared texture atlases. It’s about baking multiple node graphs into unique textures that then can be exported.
  • MATERIAL NODES:
    -Triplanar mapping with normalmap and height blend
    -Parallax Mapping
    -Normal mixing
    -Normal conversion from world space to tangent space and vica versa
    -Normal from height
    -Material layer blending with height blend
    -Lerp, frac, floor, ceil, if, 1-x, distance
    -Rotate uv
    -Fuzzy shading
    (This is not an exhaustive list)
    You can find all the nodes in addon folder/texturer_resource.blend
    Several of these were converted from Unreal 4 material functions.

  • MATERIAL PROPERTY BAKING
    -Bake down multiple materials on multiple objects to a single texture atlas.
    -All selected objects must have a uv map with the name specified on the addon’s ui.
    -Proper normalmap baking was added to Cycles in the night build of Blender so normalmap baking requires that version.
    -The first node connected to the material output must be Principled BSDF, Principled Extended or Principled Simple. The last two comes with the addon. Principled Simple works only in Blender 2.8.
    -Optionally new objects can be created with the baked material applied, old objects with the old materials are placed to another scene.

Other undocumented features:
-Decals that can be baked down to textures
-UV editing tools
-Texture Size Calculator

Usage:
-Node Editor in shader nodes mode > Header > Link Material Nodes

-Baking UI: Properties Editor>Scene>Bake Materials

Using the baked textures:

  • sRGB / Color
    -Base Color
    -Emission Color
    -Subsurface Color

  • Linear / Non-Color Data:
    -Everything else

Download:
https://github.com/helluvamesh/GYAZ-Texturer

Another useful addon for texturing is the GYAZ Handlane Bridge that covers high-poly to low-poly baking.

2 Likes

I am a bit confused as to what your Addon is or does? Perhaps a bit more of a introduction at the top of your post would help.

From what I understand this is a baking tool with the ability link material nodes from a different blender file? Is this about baking BSDF nodes?

Correct me if I’m wrong, but what this appears to do is take your predefined node group BSDF’s, hook it to the “bake assistant” group and bake each input separately with an emission shader? Not terribly different from what I was doing anyway, although I was working highpoly to low.

Have to say though, that’s a nice collection of node groups.

This addon is about two things:

  1. It provides nodes that extend the texturing capabilities of default Blender nodes.
  2. Bakes down the typical material properties that real-time renderers use with a single click without any extra effort, without having to add any extra nodes to the node tree. This provides a huge time saving by automating what can be and should be automated. It bakes all the materials on all the selected objects to shared texture atlases. It’s about baking multiple node graphs into unique textures that then can be exported.

I added this to the beginning of the first post.

You don’t have to manually setup the Bake Assistant node and the Emission shader, the script does it instead of you. When you’re done with your material, you just hit bake and you automatically get an asset ready to export. (If “Create New Mesh” is checked.)

High poly to low poly could be easily added, I did not add it because my workflow does not rely on it. That doesn’t mean I never will add it, one of my future addons will need it, so I will add it when I start writing that addon.

Good, I’ll give it a try asap. I’m always looking for good workflow enhancement solutions. Thank you.

Another update to the documentation:

Using the baked textures:

  • sRGB / Color
    -Base Color
    -Emission Color
    -Subsurface Color

  • Linear / Non-Color Data:
    -Everything else

  • If you check “Flip Green Channel”, you have to flip it back using the “Flip Green Channel” material node, if you still want to use the Normalmap in Blender.

This looks interesting but I suggest you to provide in due time some docs about the workflow, since its usage isn’t intuitive as it sounds from the presentation. Well I’m one of these cyclenode-noobs which just need some bit of spoonfeeding, if you see what I mean. Thanks for contribution!

As for the nodes, there’s no specific workflow, you combine everything the way want to. They are just seperate functions. Everebody has his own workflow. There’s no universal workflow to teach. You can also say that you don’t care about them because you have all the nodes you need, which would be perfectly fine. The only restriction is that you have to use the ‘Principled Extended’ node, if you want to bake all the material properties that are on the addon’s ui. If not, the Blender default ‘Principled BSDF’ works, too.
If you want to learn more on specific nodes, you can ask.

Baking:
Make sure to link the material nodes before baking, if they were never linked to the blend file before because the baker uses them in the background.
If you want to bake multiple objects together, they need a uv map with the same name (specified on the ui) where all the islands across all the objects share the 0-1 uv space. To put it simply, you need a uv map for a texture atlas.
Choose the texture properties you need and hit ‘Bake Material’
Textures are saved externally in the same folder as the blend file in a folder called ‘textures’. You can automatically open this folder with the ‘Last Baked Textures’ button and drag and drop them in the material editor.
If you bake
Base Color, Specular/Roughness/Metallic, Tangent Space Normal
or
Base Color, Occlusion/Roughness/Metallic, Tangent Space Normal
and check ‘Create New Mesh’, new object(s) is/are created with the baked textures applied.

Good work. Thanks for sharing