JCPalmer Posted August 7, 2015 Share Posted August 7, 2015 The latest Blender exporters now support both procedural textures and the Cycles Render. Here are scenes from both: .babylon:https://googledrive.com/host/0B6-s6ZjHyEwUfnMyTExKVXZZdDVNM3hwaE1UeVFJNmloRmliSHk4ZmdpcExMcm55cTVxbWs/index.html inline .js:https://googledrive.com/host/0B6-s6ZjHyEwUfkxKTWU2cXZQOGxydC1KS2o0NHUzRzFUTFlNYldDUmIzZ0JxeGVqMlU3c3M/index.html Other improvements:in-line TexturesFreezeWorldMatrix & Material.checkOnlyOnce optimizationsDocumentation https://github.com/BabylonJS/Extensions/tree/master/TowerOfBabelSave-able export options into the .blend fileAll shadow maps types allowed32 bit vertex limit for multi-material meshesQuaternions for rotation & animation of meshes & camerasArmatures not required to be the parent of meshes3D camera rigsDo to the changes in the Camera Type list, the setting in a .blend may have changed. Please set again in that case. With adding Cycles Render, there may be a flurry of things people begin to notice that need addressing. This is to be expected. Materials should work much as they did before when not baking, however. iiceman 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 7, 2015 Share Posted August 7, 2015 Man this is awesome!!! Do you think you can extract exporter doc and update this one as well:https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/Blender/readme.mdor at the very least update what is supported now? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 8, 2015 Author Share Posted August 8, 2015 Yes. Going to let it age a little. Already think need more for Cycles. Most people never mix renders in the same scene, since it won't all render at the same time. Works in exporter though. What does not work is multiple renders for the same mesh.Next edit, I will switch to full path for images. Will simplify things being in multiple spots. Quote Link to comment Share on other sites More sharing options...
gryff Posted August 8, 2015 Share Posted August 8, 2015 Jeff, I tried the new version (v3) with the boo.blend file from the No material on model ... thread. No babylon file created and this is the log file: Exporter version: 3.0.0, Blender version: 2.75 (sub 0)========= Conversion from Blender to Babylon.js ========= Python World class constructor completed processing begun of mesh: Dientes WARNING: No materials have been assigned: num positions : 6656 num normals : 6656 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36864 processing begun of mesh: Cuerpo processing begun of baked material: Cuerpo Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 28385 num normals : 28385 num uvs : 56770 num uvs2 : 0 num colors : 0 num indices : 147456 WARNING: The following camera not visible in scene thus ignored: Camera processing begun of mesh: Lengua processing begun of baked material: Lengua========= An error was encountered ========= File "C:\Users\Peter\AppData\Roaming\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 287, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\Peter\AppData\Roaming\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 695, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "C:\Users\Peter\AppData\Roaming\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 1801, in __init__ bpy.ops.object.mode_set(mode='EDIT') File "F:\downloads\blender\blender-2.75a-windows64\2.75\scripts\modules\bpy\ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw)ERROR: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect========= end of processing =========elapsed time: 0 min, 19.4363 secs It does bake out the texture. Hope that means something to you. Ohh and by the way, concerning the "Not sure why there are no eyes." comment you make on that thread about your googledrive example - the eyes are there just in the wrong position (see image below) cheers, gryff adam 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 8, 2015 Author Share Posted August 8, 2015 Ok. The teeth did not have any material for me too. I got 2 materials when I did it. Yours died at the start of baking 2nd one. Looking from that log file from other thread, my camera was visible, and I was using 2.74. Ignore the specular bake, I stopped that. I also used the other exporter, TOB,The eyes was a good find, literally. Will pick with this after I rebuild my systems. Just got 2nd hard drive. 1 for Ubuntu 1 for win 10. See you must have gpu turned on to do this in 19 secs. Will rebuild both. an nvidia error on Ubuntu every boot and node npm issues that I could never fix with this build. If cannot get gpu rendering after that, then probably curtains for Ubuntu. Quote Link to comment Share on other sites More sharing options...
gryff Posted August 8, 2015 Share Posted August 8, 2015 Ok Jeff I have an export working now. The issue was with the tongue (Lengua mesh in the blend file). This mesh has 3 modifiers that need to be applied -Mirror, Solidify and Subsurf I applied the Mirror one first, went into Edit mode and remove duplicate verts (5)Then back to Object mode and applied Solidify and finally Subsurf. I get the same result as you did in a sandbox test (see image below). The eyes are mapped to somewhere over the ear (red box) cheers, gryff Quote Link to comment Share on other sites More sharing options...
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