FlailingFog / KK-Blender-Porter-Pack

Plugin pack for exporting Koikatsu characters to Blender.
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Error Applying Baked Templates #109

Closed Einwig closed 1 year ago

Einwig commented 2 years ago

Been having an issue when I get to the Apply Baked Templates step. I tried with shaders edited and unedited, and both yield the same result. blender_HYhe755xOq

It looks as if it's applying a body alphamask, but the clothes and hair just straight up disappear.

Here is what the model is supposed to look like (without any edited shaders in this test):

blender_Od3ZkEASIK

The baked materials look like they should be fine. The pants are top row, shirt is 3rd row, and hairs are throughout. None of them look particularly problematic, though I'm not entirely familiar with Blender enough to tell.

FlailingFog commented 2 years ago

If the baked materials in the folder look correct, then they must not be loading in correctly. You're not getting any errors, right? And are there any images loaded into the Image Texture node that gets added to the bottom of each material template or is it blank? The plugin should fill in an image for each material image

Einwig commented 2 years ago

I don't see any error message that I might be getting.

Assuming these are what you're referring to: blender_V5NY1xmAgF blender_lS7w0tnduL

All the hairs, the pants, and the shirt indeed have the images textures slot filled

Einwig commented 2 years ago

Wait no I misunderstood, I thought you meant before applying. After applying the baked templates, the textures were not automatically set.

Here is with the shirt and pants manually applied, but the hairs are gonna be a pain (8+ pieces) blender_OKMzr63D2B

Is there an automatic way to remedy this, or do I have to do this manually?

FlailingFog commented 2 years ago

It should be done automatically, not sure why it isn't loading them in. You're going inside of the folder you stored the baked materials into before you confirm, right?

Einwig commented 2 years ago

Yes. On the prompt, I open the folder that contains it, then press the [open baked materials folder] button

Einwig commented 2 years ago

As a side note, in the middle of applying the textures manually, the second eye color was not baked at all. It might be because I just did the process wrong entirely. I took an edited blue version and replaced the node labeled "eye texture from the pmx folder". After applying baked textures, that one is still selected, but it's using the old color

Einwig commented 2 years ago

sigh, the wonders of talking before you tried everything. The correct second color did bake, but just wasn't showing up in the drop-down menu of the box. Sorry about that.

FlailingFog commented 2 years ago

So the baked textures are loading into Blender but not automatically being applied... Could I have the card to try it?

Einwig commented 2 years ago

Sure, but I would prefer to have as few people with this card as possible. Could I send it privately?

MediaMoots commented 2 years ago

Did you try using a different card to see if this issue is/isn't specific to your card?

FrankV724 commented 2 years ago

Since this issue is still open, I'd like to comment on my case. Literally, not a single texture is baked. All of them fail. And as I combed through the textures to manually add them to the new node that appeared, this is what I discovered.

image

Something about the naming scheme fails and for some reason it puts instead of the number 1024. Doing a bit of a reload on the image or selecting it again solves the issue, but it still is weird that instead of reading 1024 on the file, it reads UDIM. Renaming the file to have it not have any numbers or so someone else altogether makes it work, but again, none of the files are automatically found and applied.

FlailingFog commented 1 year ago

There's a new udim flag that had to be set to false when importing the image