An asset manager.
Features:
- Import
- Convert
- Untiling
- Triplanar
- Height blend
- Detail blend
- Image range normalization
- Settings management
- Extra nodes
- Match Displacement
An asset manager.
Features:
Wow! This looks like a really amazing addon!
Just wondering, are there any significant performance impacts from using these large node groups compared to just a principled bsdf?
Thanks for sharing!
Whyyyyyyy ? Just why didnât i find this post earlier⊠I just remade a whole castle with Masonry addon⊠iâm gonna cry :â(
This should be in official Blender build !
It depends. The focus was on quality and control. Triplanar is expensive. Only the untiling - 20-40%.
Sure, stacking up materials will quickly add up to being heavy on performance My laptop is stressed. GTX 760m and i7 4700HQ are not enough. I canât do precise tests because of thermal throttling.
The add-on probably will be merged.
Wow, thanks for the great answer!
Honestly, itâs probably worth it for the enormous amount of control it gives you (And that untiling is just amazing!)
Thanks again!
Merged with? âLibrary toolâ?
Seems amazing, but I canât find the proper way to name the textures, tried with A for albedo ect⊠but the pluggin still gives an error when loading the images.
Isnât there an example of what the pluggin expect for texture names ?
Could be amazing if it accepted quixel textures as they are named, mostly to use the untilling I guess as that would be a huge plus.
Thanks !
@lsscpp Yes. It is an asset manager that has all the Material Applier functionality and more. Sorry for the late reply.
@loic_bramoulle It should work with Quixel textures. I use them. Can you give me the error? The names that the addon expects are in the bitmap_type_name_conventions.json.
Updates:
Dimensions
Matching texture dimensions to the world scale is default now. It works per object, but old versions of Blender would require manual input. https://developer.blender.org/D2057
Find Missing
Find missing files(textures and blends) with Everything https://www.voidtools.com/ only for Windows with NTFS. If you are interested in other platforms with alternative programs - contact me.
Unrotate
Rotate the object to align the average normal and tangent of the selected faces with the global axes.
Asset Previews
Generating an icon from the clipboard. Use it with Win + Shift + S on Windows. Now icons are loaded with their assets. It takes longer to load the library but makes it better to navigate.
Others
hi
sorry but i cannot get this amazing atool run in 2.92
i tried to set it up through the zip or by copying the atool folder in the right place but it wonât start.
Any idea please ?
thanks and happy blending !
Getting the same error. Have you found any fix?
Edit: I found a fix. Delete the plugin and restart Blender with administrator privileges. Re-install and done
I have reproduced the error. It can be resolved by restarting Blender. Re-installing the add-on does not do anything as No module named 'cv2'
is a dependency error. The rights elevation is not needed.
Hey @Unwave
ATool sure looks like an awesome tool in the works. Does it work with 2.93 yet?
How do you set up the library correctly? Can it load from existing libraries?
The Docs seem to be focused on the âMaterial Applierâ only.
Bit of (tiny, havenât tested that much) feedback:
âSplit Blendâ seems like the ârisky misclickâ button.
âUnrotateâ is brilliantly smooth.
âMove to Libraryâ gives me: âNo library folder specified.â in the Blender Info Log, though I did add a library (multiple harddrives)
Does it work with 2.93 yet?
Yes
How do you set up the library correctly?
Choose a folder in the add-on preferences and press Update
.
Can it load from existing libraries?
Yes. A library is just a folder with folders with __info__.json
files. It will create one if there is none.
The Docs seem to be focused on the âMaterial Applierâ only.
I rely on Blender tooltips. Node group sliders cannot have tooltips yet, so The docs are focused on it. It is outdated.
âMove to Libraryâ gives me: âNo library folder specified.â
Did you press Update in the preferences? I will make it run an update on the property change. Another way to choose the folder independently is to have config.json
in the add-on root folder, which can have
{
"library": "D:\\asset\\data",
"auto": "D:\\asset\\__auto__",
"dev_mode": true
}
Asset
Save Asset update
Render Icon: Render assetâs icon.
Progress Drawer: show progress for slow tasks
Asset From Files: Import set of files as an asset. It will move files to the new asset location.
Copy Unreal Script, Import Unreal: Semi-automated export from Unreal and Import to Blender
Clear Custom Normals, Smooth Lowpoly: Low-poly related functions. Mainly for game models.
Open Blend: Open assetâs blend file. If more than one file presents, then the last modified one.
Move To Desktop: use as remove function.
Other:
Arrage By Materials: Arrange objects by used textures and materials.
Render Partial: WIP, render an image in parts to bypass RAM limit for adaptive subdivision, de-noise may produce artifacts
Fixed get_web_texturehaven_info
A small type_definer
refactor adding support for exceptions like â_ddnaâ
Thank you for taking the time to respond.
Really looks like a great tool in the making!
Any updates with this addon? Im really interested about this! Im confused at the library asset thingy, and i hope the convert to PBR button get updated
There are some updates coming soon regarding the addonâs initialization optimization and other.
The library thing is confusing and needs explanations. Besides that it is a work around the old Blenderâs blend import API which is lacking. In a core it is a folder with folders and each folder is treated as a meta asset with a logic to import the contained files.
The convert to PBR operator was supposed to convert any material nodes setup to a single Principled BSDF. It is implemented as a part of my other project blend_converter
along side with baking. I have plans to add it to atool
.
Sorry for the late reply.