Closed ThomasEgi closed 5 years ago
I'm interested in this as well. I'm going to grab this branch and test it.
Just an case you have not figured it out by now. I added a section in the documentation. It basically require a specially named and arranged group of nodes (wrapping around the principled shader node) to match the renderpipelines internals. So this will not allow you to use the nodes as general-purpose-shader editor, but instead will allow you to preview and export your models with that one particular node setup. This is to help you getting a better workflow from Blender to the renderpipeline as you can preview your model very closely to how it'll look later on instead of working/editing with false-colors and messed up textures.
On Sat, 28 Apr 2018 23:24:31 -0700 James Albert notifications@github.com wrote:
I'm a little new at this, would this pr make it able to export an object that has a material made in the node editor? I'm having trouble exporting right now, a uv mapped object retains it's texture in panda just fine, but one with a node material comes out completely white. Just want to confirm if my problem is caused by this.
-- You are receiving this because you authored the thread. Reply to this email directly or view it on GitHub: https://github.com/09th/YABEE/pull/31#issuecomment-385229118
effort was taken to not break existing stuff.
With this PR, a specially crafted nodgroup around the principled shader (cycles render) can be used to set and export PBR materials. This makes editing, previewing and exporting pbr materials more consistent and usable.
Added the usage to the documentation.