![]() ![]() You can leave them as separated object meshes, just give them the same Mix name. It is not necessary to join every mesh that you want to be part of the same Mix. Due to some color detection threshold, you will be able to configure up to 60 different material IDs. Note that the material IDs colors will be auto generated so you don’t need to set them manually. Export all the meshes, part of the current Mix, as an FBX/OBJ, after applying each modifier and joining every meshes into a unique one, then link that FBX/OBJ to the project.When required, bake the material ID maps (with applied modifiers if the option is checked), many files will be generated if working with UDIM.Create/open the correct project named after your blend file.Tweak any necessary values (material & displacement properties)Īfter selecting a mesh, the UI will change as follow:.Click on “ Sync Maps & Create Shaders ”.Export the textures to disk from that software (then close it).Work on your mix within the chosen software as usual.Click on “Edit with ” (the mesh has to have valid UVs).To be working, the scene from Blender has to be saved, since its filepath will be required for various operations. Its purpose is to save time and reduce any errors that could happen from a manual process. Since this is a non destructive workflow, you won't have to apply any modifiers, which becomes very handy when working with multiresolution modifiers. This addon is here to simplify the iterative workflow between Blender and Quixel Mixer / Substance Painter / ArmorPaint. Textures: exported maps from Mixer, Substance & ArmorPaint.Meshes: FBX & OBJ for respectively Substance & ArmorPaint.MaterialIDs: baked material ID maps for Substance & ArmorPaint.ĭepending on the software chosen, the addon will use them to export or save the required files: When clicking on “Edit with ”, the addon will create a new folder structure next to the BlendFile. P ath to “ Krom.exe ” if you haven’t renamed it. When using Substance from Steam, if “ Steam.exe ” is not automatically found, you will have to provide its path manually. When using Substance from Steam, you have to specify which version between 2019-2020-2021 should be launched. Path to “ Adobe Substance 3D Painter.exe ” Substance Steam Version From 2020.2.0 (6.2.0): required for UVTile workflow support.Įnable this to support Substance coming from Steam.P rovide your Mixer Files Path containing your Mixer’s projects when working with Mixer. Set the correct path pointing to “ Quixel Mixer.exe ” Projects The addon will tell you if anything is not set correctly. This quick start guide will help you to get up and running with the addon. ![]() Substance Painter : 2017.x(not working), 2019.1.0(not working).This addon is not compatible with (tested versions): This addon is compatible with (tested versions): “ Edit with Mixer/Substance/ArmorPaint ”.So behold! The whole process is fully automated for you by this addon and, at the end of the day, it basically sums up to two operations: It was also fundamental to be able to easily iterate without wasting time on doing any repetitive tasks manually, like baking the material ID maps, joining meshes, exporting / importing the FBXs, setting up the PBR materials, editing the Image Shader Nodes, etc. The challenge was to keep a non destructive workflow between the softwares so you won't have to apply any unnecessary modifiers, and then can go back and forth to retouch your modeling, UVs, UDIMs, etc. PBR Bridge is a Blender addon which drastically simplifies the workflow between Blender and industry standard paradigm softwares: Quixel Mixer, Substance Painter & ArmorPaint. ![]()
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