In cabinet parameters you’ll find “Override Cabinet Materials” toggle, when enabled you may set inside / outside and sides material as per cabinet.
Same for each door, when “Override Door Material” is enabled you may set outside, border, glass and handle material.
Usually i do setup material before growing number of cabinets as settings for new cabs are copy of last one.
Editing mesh should only be the last solution, as any change in parameters will override the mesh and loose your changes. In order to be safe with edited mesh, you may use “Kill parameters->selected” in tools panel to remove the parameter editing ability from your object.
Thank you stephen. I did it the hard way. Here is a 12 minute render…a 2000 sample render will be done in 4 hours. My graphics card is not working so I am rendering on my CPU. It will be a 5 hour render. The stove is from Poliigon and the fridge and the rest of the furniture are from Chocofur. The counter material is from Blendfab. 11 kronospan black concrete. Thanks for your great advice and the terrific addon and for getting back to me. I wiil send you the finished render when it is done.
The EG dishwasher is from 3dsky.
The reason the vent hood is emitting light and you can see light in the corners is because the stove wall had glossy disabled in object/ray visibility. Once I enabled glossy all these light artifacts disappeared.
In Archipack is something enabled when it is blue or grey in color. So “Overide Cabinet Materials,” is it enabled once you have pressed the blue button and it turns grey. Then you make your material changes for say “green upper cabinets” and then is there a save button to save your changes? Then if you want “blue lower cabinets” are there parameters to change the material of the lower cabinets and a save button? stephen can you write out the steps to make these changes from the default white cabinets? If I recall correctly when you disable glass in windows you press a blue button to disable it. Is “Overide Cabinet Materials,” the opposite, “enabled” after you press the blue button instead of disabled as with the window glass? Edit: What is the exact process to get and save blue lowers and green uppers?
Override buttons are blue when enabled, and show setttings to do so, nothing needed to save, but keep it enabled all the time when it does apply.
In order to setup such configuration (blue lower and green upper), i’ll start from a single cabinet, setting blue on regular material parameters, then increase the number of cabinets required for lower part.
Once done, i’ll add another cabinet, set “Reset location” and set type to wall, enable override and setup materials according my needs, then, i’ll increase the number of cabinets to fit needs for upper ones.
Here is a new picture of my kitchen scene. I modeled the 3d tiles using Mark Kingsnorth’s plating and greebles generator. I also modeled the rounded tiles on this window using the addon. Works great. Thanks for your reply stephen.
See post 148 above for credits. See this threads last post to see the window with rounded tiles. It has some characteristics similar to the windows Enrico Cerica’s old brewery scene. tissue by Alessandro Zomparelli
How can I improve my kitchen render? EDIT: How do I make the beams the same color as the tongue and groove panels in the kitchen doors? The beams are reddish and the panels are blondish. I have tried for hours to change this.
The tongue and groove is WoodPlanksNatural008 from poliigon.
Hi Stephen !
First, I want to thank you for such a great addon !
I wanted to try the .ifc export but I didn’t manage to make it work. Is it to be expected due to the experimental stage of this functionality, or am I missing something ?
Thanks for your answer !
Ifc export currently only support archipack’s objects.
Reference points are ifc “level”, one single building supported until i expose a building helper entity.
Any error in the console ?
Ok, so I had to elements wich were not archipack’s objects (a custom chimney and some metal coping -couvertine in french-).
I deleted it and tried without.
If i just select the archipack collection and try the export, I have some error in the console (error following)
Traceback (most recent call last):
File “C:\Users\OCG\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\archipack_20\archipack_io_export_ifc.py”, line 2233, in execute
ifc_export(context, self, self.filepath, self.selected_only)
File “C:\Users\OCG\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\archipack_20\archipack_io_export_ifc.py”, line 1951, in ifc_export
File “C:\Users\OCG\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\archipack_20\archipack_io_export_ifc.py”, line 1617, in create_Meshrep
bm.from_object(c, context.depsgraph, deform=True, cage=False, face_normals=True)
AttributeError: ‘Context’ object has no attribute ‘depsgraph’
If I apply all holes, references, and if i kill parameters, the export “work” but the file is 2ko (with nothing in it) but seems to me it might be normal as the object exported are no longer archipack’s object
Ok i see,
there is a bug related to recent depsgraph changes in blender 2.8
Allready working on a fix, will be part of next release.
Thank you for reporting !
Thanks for your work !
Stephen!! Just wanted to say THANK YOU for making ARCHIPACK!!!
I’ve been busy using it to help design tiny houses in California. Here is a bathroom design I just setup this week:
And here’s a kitchen:
I absolutely love this addon. Thank you Stephen!!!
Really nice renders,
thank you for sharing !
Quick start guide for archipack 2.x videos tutorials are available on youtube chanel.
This movie is the first one of the “Quick start” series aimed at smoothing common newcomers issues.
In this video you’ll learn basics of draw walls tools and manipulators usage.
Wazou just shared a small video,
he was able to achieve a small apartment in less than 3 minutes, after about a half hour of archipack practice.
Indeed I noticed drawing walls is the way to go. First I did it the same way as with the build in Archipack, but drawing walls is waaay faster, especially with the snapping settings you are showing:
Screenshot below would take normally 10 minutes (or more), can now be done in two minutes this way:
Thanks for the tips!
great news about upcoming 2.1.1 release !
Focused on polishing 2d to 3d workflow, cleaning even messy raw .dxf automatically, and allow to build “extruded” walls from 2d lines really fast.
This is a preview / tutorial, release will come soon.
I read on your post that you are exporting the Archipack models into Unreal Engine… I’ve been trying to do this for several days (and several ways) but with no luck. Could you please share your steps for doing this in the right way? Thanks in advance for your help.
As first steps, you’ll find in the “Tools” tab “remove references” and “apply holes”, save your file under another name as there is no undo for “remove references” operation.
And let me know what are the other steps, so i may implement other tools to ease the process.
Hi @apollo ,
I don’t have much experience with Unreal but I just use glTF file format for export/import process. This format does a better job carrying materials and textures.
I’m also testing datasmith format for export/import process. Check this add-on: https://github.com/0xafbf/blender-datasmith-export
If you can tell what kind of issues you’re having in detail, we can help better. I suggest you to create a new topic just for that and give a link here.