Closed SP-Size closed 2 years ago
Try renaming your custom node group to something unique. From the first picture it looks like it's named "NodeGroup.###"
Oh wow, how did I miss that. I feel stupid now haha, but yeah, that did the trick.
But thanks, now I can port over my waifus and have them work in cycles again with all the added comfort of exporting multiple outfits at once!
Hey all
I ran into an issue while trying to replicate this sort of cycles conversion https://github.com/FlailingFog/KK-Blender-Porter-Pack/issues/77. This worked for the 5.0 version of this converted, but I'd like the convenience of importing multiple outfits at once. :)
So I went into the KK Shader V6.0 file in my AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\KK-Blender-Porter-Pack-V6-0-0 folder, went into each material and added a node group to (hopefully!) make it possible to use the imported models in cycles without first having to bake the materials. I did it like so
The node group is rather simple, only a few color inputs, a principled BSDF shader and a material output, just for convencience sake so that I don't have to go into every material of every model I port into Blender.
But when I actually try to import a model, and it loads the shaders from the file mentioned above the node group gets converted to something completely different, and I don't understand why.
Any idea as to what might be causing this and how one can fix it?