Thank you very much for the Tut and the script. In Blender 4.0 I had to change the line with specular to this: mat.node_tree.links.new(valueA.outputs[0], principled.inputs['Metallic']) Just in case, someone has the same problem ;)
Thanks. I'm glad you found it useful. I made it for 3.6 and haven't tested it on later versions. I'll probably do that at some point and update the script.
I have an issue, that emission is set to some value for all materials, but I need value 00000 instead of FFFFFF. Is it possible to change emission value for all materials? Iny my case 2k, so no chance to do it manually.
This script is really good. It can also modify the values of metalness and roughness. I suggest that the metalness can be set to 0.0 and the roughness to 0.7 or 1.0, so that the effect of importing into UE5 will be better.
I know that it is suppose to be for Unreal, but is there a way to import it into 3dsmax? I tried and it seems to freeze when importing. I have tried Dae. Testing out different methods and I think it has something to do with materials
I don't know 3dsmax, so I can't say help you with that. My script only converts the shader to the most basic setup that FBX Export understands. In theory it should work with any 3D program after export. But as a suggestion i would recomend you to try and delete these lines in the script and see if it makes any diffrence. # Adds a value node and connects it to Specular with a value of 0.5. Doesn't transfer to Unreal. Thinking about how to set up and transfer other parameters than images. One way is offcourse to import all materials as instaces in unrel so I can have one Main Material in Unreal to set parameters for all instances of the Unreal Material. valueA = nodes.new("ShaderNodeValue") valueA.location = (principled.location[0] - 200, principled.location[1]-200) valueA.outputs[0].default_value = 0.5 mat.node_tree.links.new(valueA.outputs[0], principled.inputs['Metallic']) # Adds a value node and connects it to Roughness with a value of 0.5. Same problem as with Specular above. valueB = nodes.new("ShaderNodeValue") valueB.location = (principled.location[0] - 200, principled.location[1]-300) valueB.outputs[0].default_value = 0.5 mat.node_tree.links.new(valueB.outputs[0], principled.inputs['Roughness'])
@@fredriklindgren1792 Thank you for the response. I am still understanding it myself. I was able to import by unchecking the join tiles, and also I saw other tutorials use simplygon but now that is no longer free. That plugin from my understanding puts all the maps together as one file. Since importing into 3dsmax, there are at least 500 individual texture files that make it painful when opening. Thank you btw for sharing your script it is super helpful!
Once you do that, everything looks like shit... Geometry and texture... In the video itself you can already see the difference in texture between before and after... It's amazing how no one noticed that. There must be another way
Thank you very much for the Tut and the script. In Blender 4.0 I had to change the line with specular to this: mat.node_tree.links.new(valueA.outputs[0], principled.inputs['Metallic']) Just in case, someone has the same problem ;)
Thanks. I'm glad you found it useful. I made it for 3.6 and haven't tested it on later versions. I'll probably do that at some point and update the script.
Fredrik thank you so much for the python script - that was the missing part to export into any application !
Dude, you are an angel! Thank you very much :)
Fredrik... MAGIC! Thank you for sharing :0)
Awesome work! Thank You!
Thx so much! It really helps
Awesome, thank you thank you!
I have an issue, that emission is set to some value for all materials, but I need value 00000 instead of FFFFFF. Is it possible to change emission value for all materials? Iny my case 2k, so no chance to do it manually.
beautiful!!!! thanksssss
No packed files to unpack info .... what to do
it works ,thanks a lot
This script is really good. It can also modify the values of metalness and roughness. I suggest that the metalness can be set to 0.0 and the roughness to 0.7 or 1.0, so that the effect of importing into UE5 will be better.
Thank You ! 🙏🙏🙏🙏🙏
my god you did it....
hey fred you got a vid on how to export osm map to unreal and be able to walk on the map with the unreal character ?
I'm sorry. I do VFX for tv and film, so I don't know so much about game related things.
Hi, it works for me before; however, today there is no texture file created. Could you please help?
Does anyone still have the old code for previous Blender version? I cannot make it work on the version 4+
I know that it is suppose to be for Unreal, but is there a way to import it into 3dsmax? I tried and it seems to freeze when importing. I have tried Dae. Testing out different methods and I think it has something to do with materials
I don't know 3dsmax, so I can't say help you with that. My script only converts the shader to the most basic setup that FBX Export understands. In theory it should work with any 3D program after export.
But as a suggestion i would recomend you to try and delete these lines in the script and see if it makes any diffrence.
# Adds a value node and connects it to Specular with a value of 0.5. Doesn't transfer to Unreal. Thinking about how to set up and transfer other parameters than images. One way is offcourse to import all materials as instaces in unrel so I can have one Main Material in Unreal to set parameters for all instances of the Unreal Material.
valueA = nodes.new("ShaderNodeValue")
valueA.location = (principled.location[0] - 200, principled.location[1]-200)
valueA.outputs[0].default_value = 0.5
mat.node_tree.links.new(valueA.outputs[0], principled.inputs['Metallic'])
# Adds a value node and connects it to Roughness with a value of 0.5. Same problem as with Specular above.
valueB = nodes.new("ShaderNodeValue")
valueB.location = (principled.location[0] - 200, principled.location[1]-300)
valueB.outputs[0].default_value = 0.5
mat.node_tree.links.new(valueB.outputs[0], principled.inputs['Roughness'])
@@fredriklindgren1792 Thank you for the response. I am still understanding it myself. I was able to import by unchecking the join tiles, and also I saw other tutorials use simplygon but now that is no longer free. That plugin from my understanding puts all the maps together as one file. Since importing into 3dsmax, there are at least 500 individual texture files that make it painful when opening. Thank you btw for sharing your script it is super helpful!
King
Once you do that, everything looks like shit... Geometry and texture... In the video itself you can already see the difference in texture between before and after... It's amazing how no one noticed that. There must be another way
Did you find another way? :)
Your website is expired! Just letting you know
Thank you! Its up again.
gLTF works
"Promo SM" 👊