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Scottx125 Mar 24, 2020 @ 6:45am
Keeping Shader settings on exported FBX models.
So I've been messing around with the Node shader system to produce random texture coordinates to make each model look a little more unique. However one problem that's constantly frustrated me is the fact that each time I try to export each individual model with it's own random texture coordinates it doesn't export the shader data with the model. Resulting in all 3 models looking the same. Is there any way around this?
Originally posted by thekadani:
As far as I know the FBX format does not support the shader nodes settings which are basically blender exclusive. You might find some exchange formats that support exporting the shader node setup.

In the end you probably rather must setup the shader nodes / shader code in the target engine you want to use your models in instead of in blender.
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thekadani Mar 24, 2020 @ 8:24am 
As far as I know the FBX format does not support the shader nodes settings which are basically blender exclusive. You might find some exchange formats that support exporting the shader node setup.

In the end you probably rather must setup the shader nodes / shader code in the target engine you want to use your models in instead of in blender.
Scottx125 Mar 24, 2020 @ 8:26am 
Originally posted by bestdani:
As far as I know the FBX format does not support the shader nodes settings which are basically blender exclusive. You might find some exchange formats that support exporting the shader node setup.

In the end you probably rather must setup the shader nodes / shader code in the target engine you want to use your models in instead of in blender.
Well I'm just putting them together in one blender scene but also exporting them as models just to get used to the process. I'll probably just have to save the node and apply it in the scene.
still__alive Mar 24, 2020 @ 12:51pm 
Originally posted by ;1862742261531319058:
Originally posted by bestdani:
As far as I know the FBX format does not support the shader nodes settings which are basically blender exclusive. You might find some exchange formats that support exporting the shader node setup.

In the end you probably rather must setup the shader nodes / shader code in the target engine you want to use your models in instead of in blender.
Well I'm just putting them together in one blender scene but also exporting them as models just to get used to the process. I'll probably just have to save the node and apply it in the scene.

As in you are making a model, exporting it into Blender, then importing it as an FBX into a different Blender scene?

If this is what you are doing, there is a different method, above the import/export menus there is "Link" and "Append". I've never used those personally, but I think they probably would allow to you bring your Blender materials with you into a new file. Those two options are specifically for moving objects to different Blender files.

But if you are exporting them as .fbx to use them in another program or game engine, then to my knowledge bestdani is right. Your blender node setups cannot go with any of the export formats, and you have to set up your material again in whatever program/game engine you are exporting to, with whatever technique this program/engine uses. The image texture files you are using in your scene would have to be exported as image files so you can use them in the node setup or whatever the other program is using.
Scottx125 Mar 24, 2020 @ 5:13pm 
Originally posted by still__alive:
Originally posted by ;1862742261531319058:
Well I'm just putting them together in one blender scene but also exporting them as models just to get used to the process. I'll probably just have to save the node and apply it in the scene.

As in you are making a model, exporting it into Blender, then importing it as an FBX into a different Blender scene?

If this is what you are doing, there is a different method, above the import/export menus there is "Link" and "Append". I've never used those personally, but I think they probably would allow to you bring your Blender materials with you into a new file. Those two options are specifically for moving objects to different Blender files.

But if you are exporting them as .fbx to use them in another program or game engine, then to my knowledge bestdani is right. Your blender node setups cannot go with any of the export formats, and you have to set up your material again in whatever program/game engine you are exporting to, with whatever technique this program/engine uses. The image texture files you are using in your scene would have to be exported as image files so you can use them in the node setup or whatever the other program is using.
I do know the append method. As I said I'm just exploring the different export options/difficulties I encounter and try to figure out if I can get around them or not. But yeah, seem's like there's no alternative which sucks so I'm gonna have to import the basic model and then use the node group to create multiple types of the object.
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Date Posted: Mar 24, 2020 @ 6:45am
Posts: 4