ssbucarlos / smash-ultimate-blender

Blender Plugin containing utilities for Smash Ultimate Models and Animations.
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Add warning for exporting more than 256 meshes per render pass #189

Open ssbucarlos opened 1 year ago

ssbucarlos commented 1 year ago

Having more than 256 meshes per render pass causes meshes past the 256th one to not render in-game.

ScanMountGoat commented 1 year ago

I'm assuming this is for a single numshb file and not for the entire scene? This probably worth looking into more to figure out why this happens.

ScanMountGoat commented 1 year ago

These are the results I get for in game models with at least 256 meshes in a single render pass. There may be a limit on how many meshes can be visible for each model.

{"opaque": 391},"fighter/gamewatch/model/body/c00/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c01/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c02/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c03/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c04/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c05/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c06/model.numdlb"
{"opaque": 391},"fighter/gamewatch/model/body/c07/model.numdlb"
{"opaque": 414},"finalsmash/trail/shared/model/gate_set/model.numdlb"
{"opaque": 409},"stage/battlefield/normal/model/ring_flag_set/model.numdlb"
{"opaque": 409},"stage/battlefield_l/normal/model/ring_flag_set/model.numdlb"
{"opaque": 409},"stage/battlefield_s/normal/model/ring_flag_set/model.numdlb"
{"opaque": 368},"stage/dolly_stadium/battle/model/cheering_flag_set/model.numdlb"
{"opaque": 368},"stage/dolly_stadium/normal/model/cheering_flag_set/model.numdlb"
{"far": 3, "opaque": 282},"stage/fe_shrine/battle/model/bridge_middle/model.numdlb"
{"opaque": 266, "sort": 21, "far": 189},"stage/fzero_porttown/battle/model/dyr_xfzero00_set/model.numdlb"
{"far": 124, "near": 306},"stage/homeruncontest/normal/model/debris/model.numdlb"
{"far": 292},"stage/homeruncontest/normal/model/star01/model.numdlb"
{"far": 3, "opaque": 203},"stage/mario_dolpic/battle/model/dyr_xdolpic_chikei_set/model.numdlb"
{"opaque": 217, "far": 4, "sort": 1},"stage/mario_dolpic/normal/model/dyr_xdolpic_chikei_set/model.numdlb"
{"opaque": 250},"stage/mario_galaxy/battle/model/dyr_flagk_all_set/model.numdlb"
{"opaque": 250},"stage/mario_galaxy/normal/model/dyr_flagk_all_set/model.numdlb"
{"opaque": 277, "sort": 5},"stage/mg_shadowmoses/normal/model/base_set/model.numdlb"
ssbucarlos commented 1 year ago

Yeah this was for just one numshb, the rest of the scene was unnaffected. I noticed this with ryu, and the only solution was to put meshes 255+ on a seperate material with a different render layer, it seemed like a different material alone was not enough. I believe the emmisive preset from ssbh_editor was the material used

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From: SMG @.> Sent: Thursday, April 13, 2023 10:25:51 AM To: ssbucarlos/smash-ultimate-blender @.> Cc: Carlos Aguilar @.>; Assign @.> Subject: Re: [ssbucarlos/smash-ultimate-blender] Add warning for exporting more than 256 meshes per render pass (Issue #189)

I'm assuming this is for a single numshb file and not for the entire scene? This probably worth looking into more to figure out why this happens.

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