![]() Material IDs work but it has the exact same problem as with diffuse maps with TexTools both processes are actually the same, you just change the map you bake. This Also works like vertex paint (only full faces can be painted) but you need to remove all the materials before export, making it a painful process - from which you can’t go back without a copy of the original object. There is also a 3rd way, which is to map the different blender materials. ![]() Its also limited to vertex obviously, so in reality I will probably just stick to texturing and mapping ID manually. However this data needs to be voided before you import in engine, so its not the “cleanest” approach. I’m considering making a small addon to use the vertex paint bake as a way to color a mask and retain the color data of the mesh. Unless you scale by -1 nothing is changing. Your textures won’t be backwards because of a different import axis. However you misunderstand how things work. I just added a custom button to my blender plugin for it that sets the correct mixer export settings.Not sure something like that exists yet, but it can. Yes, if you need to make changes to the model, either you don’t change the UVs at all, or you need to re-do the mask.Ī possible improvement here would be to create an addon that stores the colors in the vertex colors, and/or baking out the vertex colors to the UV image. But you need to save files in png16 to be able to have the tints read in mixer. You have a limited range of colors, about 128 give and take. Especially because more often than not they arent different materials in blender, since texturing in blender is wholly pointless. ![]() I don’t really create high quality models and I understand mixer is WIP, and for the ID mask thing, all the tutorials have pointed out this way more or less though I’m wondering if there’s some addon that might do the trick. Right now I’m primarily baking ID masks in blender and slapping some texture and related values in the UE4 material editor. Bridge doesn’t yet support custom 3D models so that doesn’t work either. So if I paint a model in mixer, the resulting textures are rotated and the files would have to be manually modified to rotate them back. Quixel Mixer uses Y-coordinate as up, but both Unreal and Blender have Z as up.I know that having duplicates of a model to bake normals and such is common, but is this the workflow I’m expected to do with ID masks? Duplicating the object and setting up the materials separately isn’t a lot of work, but the problem is, if I end up making adjustments to the original model, I’d have to redo the ID masks as well on a separate model. Does anyone know a way to create ID Masks in blender that does not include generating extra materials? The manual way and the slightly automated way of using the TexTools addon all implement a new material slot for new IDs, which you can then bake out in cycles.It still doesn't sit right with me, especially the roughness map, but this might be due to the way the different renderers work. ![]() Gloss and metalness should be a float numer, right?īelow are a few examples. Why does the Intensity output have different results than the yellow Output? I tried plugging them in a Diffuse pass and they are exactly the same. Why is there no option to use roughness instead of glossiness? And if there is it sure is hidden. I didn't find this documented anywhere so please correct me if I'm wrong.ġ. ![]() I tested with a Quixel Mixer material but as I would have expected recreating this in Vray for Blender was cumbersome and confusing (it took a minute in Cycles to set a similar material).įirst thing was to set the metalness, glossiness and normal maps to linear space. So if anyone has a better insight please share. I've seen this discussed here before but still doesn't answer some of my questions regarding PBR materials. ![]()
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