TexTools for Blender

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(renderhjs) #161
> Any plans on making a baking option to transfer textures from one UV to another?

The 3dsMax version has that feature
https://farm5.staticflickr.com/4745/39298841195_5e16443375_o.png
Where it bakes from and to the same object but just with different UV channels. 3dsMax baking architecture allowed this without any tricks, for blender I would have to research how to do it ideally also with just 1 object selected. Perhaps I could create a copy of the selected object, set the copy’s active UV channel to B and then bake a projection via emit or diffuse. Will brainstorm about this in the near future but it has been on my agenda for the Blender version.

New Bake mode: Cuvature map

I have been working on a new curvature baking mode as explained here or demonstrated in this blendswap.

It uses composite nodes to convert a tangent normal map into a cuvature map. I am pretty close on wrapping this one up, here is my current progress
https://farm5.staticflickr.com/4741/25323875027_b44c4b79b1_o.png
The composite nodes are stored in an external blend file and appended temporarily to convert to the curvature map.


(z01ks) #162

I was getting these types of unwanted results when it came to baking bevels on sharp edges. I had hard edges and separate UV islands but no cage. Adding a cage mesh fixed this problem. I was wondering if I always need to use a cage? Perhaps there could be an option to use the low poly as the cage mesh. Thanks!



(pachupp) #163

hi, you could try implement my old normal to cavity map node setup. Its similar to the one you have but it was designed to work in realtime viewport.


(jellbelle) #164

Blender can do it already, you need camera icon on FROM and selected uv channel TO


end bake emission with texture plug in color input in node setup


(Frederyco Martins) #165


Hi guys, I´m having a few issues like having the Align Edges options grayed out. Do you know why?

Thanks!


(Frederyco Martins) #166

Hi guys, I´m having a few issues like having the Align Edges options grayed out. Do you know why?

Thanks!

Attachments



(fiendish55) #167

You propably are in wrong “uv mode” https://i.imgur.com/ypzXhVz.png some tools doesn’t work in other and vice versa. Its minor annoyance and I hope it will be merged in the future or let the tools work in both.


(renderhjs) #168

@z01ks

I had hard edges and separate UV islands but no cage. Adding a cage mesh fixed this problem. I was wondering if I always need to use a cage? Perhaps there could be an option to use the low poly as the cage mesh. Thanks!

When you select at least a high poly and low poly object the UI for baking will show the ‘Ray Distance’ property which acts like the cage extrusion size
https://farm5.staticflickr.com/4696/40220779031_ae0887361c_o.gif
The documentation is not very clear about that, I will improve that. The same setting and language is used in the Cycles Bake settings
https://farm5.staticflickr.com/4714/39509513664_d29213a1df_o.png

@pachupp

you could try implement my old normal to cavity map node setup. Its similar to the one you have but it was designed to work in realtime viewport.

That is some very nice stuff, I actually have not yet seen this before. Thank you very much, bookmarked now and will have to investigate what is useful to translate. At least now I already have some code foundation to add more compositing nodes.

@jellbelle

Blender can do it already, you need camera icon on FROM and selected uv channel TO

Thanks that is exactly the kind of stuff that I wouldn’t be able to figure out myself like that and where it is great to get input from people like you. Should be easy to script.

@Brazucka & @fiendish55
Yes it seems to be the UV sync mode. Unfortunately the selection modes in UV sync mode (e.v. vert, edge, face) are different to the regular uv selection modes even though the UI might make you think otherwise. Therefore I can’t support UV sync modes as it handles completely different selection data.
https://farm5.staticflickr.com/4657/39322785775_f46cef2f87_o.png

Right now I changed the UI a bit to highlight that the sync mode is active and in most TexTools UV layout tools not desired
https://farm5.staticflickr.com/4661/39322714715_50e5082aa8_o.gif


(fiendish55) #169

Thats very nice solution right there I wish more uv editor devs would implement this. You’ll see right away which tools are not currently useable until you switch the mode :rolleyes:


(irSindaco) #170

Just wanted to say thank you to @renderhjs for this incredible set of tools!
…and of course i have a feature request: one thing that is missing from Blender is an option similar to the “spline mapping” tool as seen in 3ds max Unwrap UVW modifier (i.e. https://youtu.be/9vZpiEyf-48). Of course we have the “follow quads” option…but that works only on quads, and this is not always the case when modeling roads or other stuff. This was also requested by other users in the past, but no addon has ever been developed to my knowledge.
Cheers


#171

I think that you didn’t read me, but I go to repeat the same question, Could you add a bevel pass bake?


(renderhjs) #172

@irSindaco
Regarding spline unwrapping:
The edge peel tool would be designed for such tasks. Here is an example of that, I selected the border edge isntead of a center edge as it also marks the seam (2 in 1 tool). Give it a try and see if it works for you.

Only once it is available in the public and stable releases of Blender. It is on my todo list but not until it is a stable feature. Once available I would like to have a bevel tangent normal map, bevel edge pass, bevel curvature,… a bunch of variations basically where you can adjust the bevel size on the fly in the UI.
https://farm5.staticflickr.com/4694/38443995580_457fe15f11_o.png


(renderhjs) #173

@irSindaco
Regarding spline unwrapping:
The edge peel tool would be designed for such tasks. Here is an example of that, I selected the border edge isntead of a center edge as it also marks the seam (2 in 1 tool). Only downside right now: The tool doesn’t work with loops, hence why I cut part of the gemetry out, this might be something I can address in the future to automatically cut somewhere. Give it a try and see if it works for you.

Only once it is available in the public and stable releases of Blender. It is on my todo list but not until it is a stable feature. Once available I would like to have a bevel tangent normal map, bevel edge pass, bevel curvature,… a bunch of variations basically where you can adjust the bevel size on the fly in the UI.
https://farm5.staticflickr.com/4694/38443995580_457fe15f11_o.png


(realeyez) #174

It’d be cool if you select 2 edges - the first one for the seam, and the second (active selection) for the cut.


(irSindaco) #175

Thanks for your reply! Unfortunately my specific use case falls out of your scenario: i use it to unwrap the build-up texture for race tracks (i.e. for AssettoCorsa or rF2, but could also be used for ArchViz renderings etc.), the cool thing is that you can draw an “ideal spline” over the tarmac mesh (that is, following where cars are actually rubbering the road, so more on the inside of corners etc.), and get an UV map which will so follow a generic x-y tileable alpha rubber texture, and the UVs will be shrinking and fattening based on bezier’s vertices radii. Which is something that with the edge peel tool might be achieved only by further editing the UVs with the proportional tool (which is a bit of a pain for the use case).
Hope this makes sense, and i get it that this is a very specific use case, yet it might come in handy in other contexts as well.
Here’s a short reference video about the specific task, juyst in case you want to have a look at how the tool works:


cheers
p.s.
and yet the edge peel will come in handy lots of times, so again big thanks :slight_smile:


(joserod1980) #176

Thank you so much this is really amazing


(joserod1980) #177

Thank you so much this is really amazing


(renderhjs) #178

Version 1.0.0 is out
http://renderhjs.net/textools/blender/

Changes:

Preferences: Switch swizzle coordinates
http://renderhjs.net/textools/blender/images/show_swizzle_coordinates.png

Bake sets: set groups:
You can group multiple objects into groups for the bake sets. This can be done in 3 different ways:

name sequences
http://renderhjs.net/textools/blender/images/demo_group_name.gif

assigning groups in blender
http://renderhjs.net/textools/blender/images/demo_group_group.gif

parenting objects
http://renderhjs.net/textools/blender/images/demo_group_parent.gif

Improved AO Bake mode:
Using Blender Render and normalized enabled for smoother results
http://renderhjs.net/textools/blender/images/bake_ao.png

New Curvature Bake mode
Renders tangent normal map then applies compositing nodes to generate curvature map
http://renderhjs.net/textools/blender/images/bake_curvature.png

New Position Bake Mode

http://renderhjs.net/textools/blender/images/bake_position.png

Color ID to vertex Colors

http://renderhjs.net/textools/blender/images/show_color_convert_vertex_color.png

Create Color ID from existing material slots
http://renderhjs.net/textools/blender/images/op_color_from_materials.png

Create Color ID from Mesh Elements

http://renderhjs.net/textools/blender/images/op_color_elements.png

and lots of smal improvements


(fiendish55) #179

OMG omg omg sooo goood!! thank you so much renderhjs for making this happen!


(SHABA1) #180

Such an OUTSTANDING TOOL. I have only one complaint. You are adding features so fast that is hard for us of the baby boom generation to keep up :D. But that is a good thing :slight_smile: Keep up the good work.