In preferences of addon turn on debug. Does that help?
Hmm, this looks to be a different issue with reading/writing Unicode characters? I will release a small update today to fix the preferences issue, but I donāt think it will help hereā¦
If you use an English language version of blender, does it work?
(Iāve uploaded 0.9.1 which has the preferences fix, try using that first)
Thanks for your answers
After reinitialize Blender preferences it worked fine. Donāt understand what happened.
Tested on 2.81 and 2.83 Beta
This addon is amazing. Now it just needs to integrate denoising
This plugin is awesome
Itās completely free. Can the works made with it be used for commercial purposes?
I couldnāt bake i just got āError: Bake Failedā with no further info in the console. After running it in a completely clean install of blender 2.82 (portable) I got it to work one time, but it failed again after I restarted the Blender again. After looking in the log file it became clear it failed at line 900 in baker.py
if hasattr(prefs, 'debug'):
debug = prefs['debug']
after commenting them out it baked without problems again.
@tongyi: Itās still in beta, I keep breaking things. You can use it for commercial if you want, I would appriciate some donations if youāre making money from the things you use it on.
When this version is finished (which it almost is), it will be āpay what you wantā. There are some more advanced features that people want, which could be part of a āproā version which would have a price tag. Of course anyone that has already donated any reasonable amount would almost certainly get access to that any way.
@JoelArt: That is obviously a silly mistake on my part. I keep screwing up the preference reading because there are three cases to work with (no preferences, preference block exists but is empty/missing items, or the pref is set and obviously this can change while running). I didnāt think hasattr would raise an exception but I guess it must. I will fix the preferences problems shortly.
Please try the 0.9.2 version and let me know how it goes. All should be fixedā¦
Amazing addonā¦ will surely donate. Was getting the same error as @JoelArt. Now its working.
1 observation:
- When I change the image type to TIFF. It did not automatically changed the type in the filename and the Bake resulted in a file with no type.
0.9.2 version is baking for me. Tnx
@amdj1 it only changes the filename if it recognizes the extension. So if itās set to PNG and the file ends in ā.pngā and you change the type to TIFF it will replace it with ā.tifā. In other cases it will not change it.
Iām not really satisfied with how the file selection currently works, but always tacking on the extension could also be annoying for some peopleā¦ I will probably just add a preference option to choose which behavior you want.
It wouldnāt annoy me. Weāve already picked the format so why would we need to add the suffix. Blender assumes a ā.blendā filename when saving for the first time.
Iām interested in the Pro version and would be willing to contribute more than my initial payment to keep this developing.
My current plan is: Default will be to add the file extension if none is present or change it if there is a recognized format that isnāt the selected one. With a preference to disable it.
I vaguely remember I once specified a filename such as āsomefile.pngā and got āsomefile.png.pngā. Whatever you choose I will adapt. There are more interesting things to explore.
@mrgesy There is not currently a name matching system, but you can use collections to group parts. Name matching could be added, but probably as a āproā feature as I donāt think itās something the average user would needā¦ I could be wrong?
If your GPU is configured for use in blender then you can select it as the render device on the Bake Pass node. When you add a new Bake Pass node it will default to your currently selected render device to reduce the number of things you need to set (but you can change it).
@wiggly Itās a minor thing, but if there are small things that annoy people itās also often not much effort to change them. So worth mentioning the small stuff.
wow, this addon is fantastic, how did I not hear of it earlierā¦ thanks so much. With UDIM now (finally) being supported in blender, whatās your thoughts of implementing a function to be able to bake out to UDIMs ?
Bake by name is one of the most powerful features in Marmoset Toolbag 3 and Substance. Itās the lifeblood of my baking workflow as I dont have to āexplodeā meshes or do other fancy things to avoid artifacts.
@dabreiss I would have to look into how blender supports UDIMs. Given itās still āexperimentalā and lacks the ability to assign existing images to a tile I will probably wait until itās a bit more complete. But I donāt see any reason why it couldnāt be supportedā¦
@mrgesy The add-on already isolates objects of a given pass, like you get in Marmoset with the name matching. Instead of sorting by name, it uses either the objects you specify and/or collections. I get that this may not be convenient if you have an existing very large project where objects are only differentiated by name. But with a bit of time you can set it up to do what you want and have greater control than you get with the name matching method.
I do think adding a name matching node would be worth while. But itās quite a different approach to sorting objects for a bake pass than is currently used (one input to a bake pass node generates one pass, where the name matching would generate n passes). So itās not something Iām looking at for inclusion in the 1.0 version.
Ok I will check it out then. Thanks!
No problem. Object isolation is very important and has always been a base feature. To set up bakes quickly itās currently best to group things in collections if you have a lot of objects.
I really need to get around to writing a user manual