StjerneIdioten / I3D-Blender-Addon

Rewriting the I3D blender addon from scratch and adding long-sought community features
GNU General Public License v3.0
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feat: changed setting to boolean for vertex colors and alpha blending… #211

Open LKAMinco opened 3 months ago

LKAMinco commented 3 months ago

Changed Alpha Blending settings from Blender material option to user options. For now it is under shader, because there is no better place.

Changed exporting setting for vertex colors instead of default always export v.colors, now user have check box. -> Main reason is that some of the addons are using v.colors for operations, so model can have v.colors and will be exported even when it is not necessary.

StjerneIdioten commented 3 months ago

Changed Alpha Blending settings from Blender material option to user options. For now it is under shader, because there is no better place.

Why can't it just be in a panel on the material itself, just like the panels that exist on other objects? I know there currently isn't one, but that is mostly just because most things already existed to be pulled from the material settings or happens in the node editor

Changed exporting setting for vertex colors instead of default always export v.colors, now user have check box. -> Main reason is that some of the addons are using v.colors for operations, so model can have v.colors and will be exported even when it is not necessary.

Like operations in Blender, where you don't actually want the v colors exported to your i3d model?

Also common for both of these changes is that this would actually break existing models right? So we either make it a breaking change to signify some user action (and write it in the changelog) or figure out a way to automatically update the file to fit the new locations of parameters.

LKAMinco commented 3 months ago

Why can't it just be in a panel on the material itself, just like the panels that exist on other objects? I know there currently isn't one, but that is mostly just because most things already existed to be pulled from the material settings or happens in the node editor

Simply, because I have not want to create panel just for one setting, Maybe Shader picker panel can be renamed jsut to material and shader setting can be collapsed panel in material panel, which can be now done in one drawing since Blender 4.1 added so called "Layout Panels", which can be directly created under panel.

Like operations in Blender, where you don't actually want the v colors exported to your i3d model?

Yes, e.g. older version of uv packmaster were using vertex colors for storing data for uv, like rotation step, or groups.

Also common for both of these changes is that this would actually break existing models right? So we either make it a breaking change to signify some user action (and write it in the changelog) or figure out a way to automatically update the file to fit the new locations of parameters.

Yes, probably make it breaking change, would make more sense, since there is no better solution how to check whether user wants to export vertex colors or not. And since this will be breaking change, then alpha blending can be also.

StjerneIdioten commented 2 months ago

Simply, because I have not want to create panel just for one setting, Maybe Shader picker panel can be renamed jsut to material and shader setting can be collapsed panel in material panel, which can be now done in one drawing since Blender 4.1 added so called "Layout Panels", which can be directly created under panel.

I like that solution a lot better. I did notice the new panel type, which is a lot nicer than have to create a whole new panel class for every little thing 😉

Yes, probably make it breaking change, would make more sense, since there is no better solution how to check whether user wants to export vertex colors or not. And since this will be breaking change, then alpha blending can be also.

I can also bump the Blender version supported at the same time, since I consider that a "breaking change" to 😉 I also need to have a look at the new way add-ons are supposed to be packed as well. I think it is destined to land in Blender 4.2.

Sorry for the late answer, but I thought I had already answered 😅