Whats new in Batchtool Baker 1.11

Quite some time passed since I described what is new in Batchtools 1.03 version. Right now Batchtool Baker is in version 1.11, so wanted to describe new features.

  • baking presets – lets your save your most used setups for baking:
    Batchtool presets
  • quick texture preview (in blender internal glsl mode – TODO: add Cycles support) – assign all baked maps to material of lowpoly object:
    Batchtools texture preview
  • Added Helper icon – ‘Duplicate passes’ – duplicates current bake job, with all render passes setting – saves time when creating new bake job.
  • added support for Substance Batchtools 6 series this includes (you need to go to addon preferences and select Substance batchtools version 6 in menu):
    • ability to bake non square maps
    • ability to bake 8k textures

PivotPro Blender addon, some art too.

Hi I just finished making new blender addon  – baking tool for substance designer users. It will allow you quicly bake ao, normal, ID etc. in allegorithmic BatchTools software. Baking times will be no longer problem ;). Bad new is it will cost $ but not much (5-15$ I think). I have to test it bit more, but it should be out in 1-2 weeks.

Also PivotPro addon (free) is now available on github. PivotPro will allow you to create temporary pivot point, that can be easily moved, snapped and used for pivot point for rotation, scaling, snapping point reference.

Blender PivotPro addon

PivotPro in action

If you like it you can support me by giving any sum through gumroad.
And here is part of manual for this addon (full manual is provided with gumroad link above):
Now you can press rotate, scale, move selected objects around red pivot point. To do this use:

  • shift + R to rotate box around red pivot
  • shift + S to scale box around red pivot
  • shift + G – by default behaves like ordinary grab. But if you enable snapping, box will be snapped to desired vertex/edge/face by red pivot location. Also when nothing is selected, you can use shift+G to translate red pivot to new location, eg. below I used shift+G, then ‘Z’, to move red pivot 1BlenderUnit up in Z axis.

Example of snapping with pivotPro:

PivotPro snapping example animation

Example with grid snapping:

PivotPro snapping to grid

And some stuff  I made in past months:

Yamato battleship

GroupPro

GroupPro was made because default blender group instances are powerful, but it is not user friendly to work with. With GroupPro I managed to get rid of all annoying features of group instances:

  • you can edit any instances on scene, not just the ‘source’ one
  • you can work in recursive way – group instances, can be made of other subgroups, which can be made of subgroups etc. At any stage subgroup can be edited and saved, with all instances updated in realtime
  • easy mirroring of selected groups, that fixes group instance mirror
  • adjusting origin of group, without destroying positions of other instances placed in scene, or in another groups
  • nice UI, that makes group instances easy to work with

This makes working with huge scenes with lots of objects easy and gives all the pros of group instances:

  •  less memory memory usage
  •  easy selection of multiple objects with one click

Here is video tutorial/demo how to use addon (for version 1.0):
https://vimeo.com/139789313

Update 1.01:

  • preventing ability to edit linked library groups – editing linked library objects it is not supported by GroupPro,
  •  ‘flip’ options correctly stores groups assigned to mirrored objects,
  •  bounding box for edited group is now displayed only for visible objects and bbox is displayed now in xray mode to make it easily visible).

Update 1.02:

  • Delete Group – deletes group with subgroups and objects that this group is made of permanently from blender file
  • Make unique – Makes selected Group separate instance.

    GroupPro – MakeUnique command

  • Convert to geometry – It splits Grouped object into separate, individual mesh objects.
  • Initialize Groups – Helps to cleanup garbage objs. after pasting group from another file

Update 1.03

  • Added pop-up menu with GroupPro commands under ‘Ctrl+X’ hotkey

Update 1.04

  • fixed problems with displaying instances of group that was being edited
  • fixed problems with ‘Set origin’ command
  • added ‘Cleanup’ command – deletes unused groups with content.  Unused groups = groups that are currently not being linked to scene). More info with example in manual.

Update 1.05

  • refactored code for editing and closing groups (simpler, more speed)
  • added ‘MaxDepth’ parameter for ‘MakingUnique’ groups- Maximum depth for which unique groups will be created. 0-inifinite depth, default=1 (use F6 panel to change maxDepth)

    MakeUnique – maxDepth demo

  • bug fixes

And here is Yamato battleship  I made to stress test new addon:

Yamato battleship Yamato battleship Yamato battleship Yamato battleship Yamato battleship Yamato battleship

Lots of sculpts

Mostly having fun in 3d coat. Dynamic tessellation is way better that zremesh. No need to remesh and loosing detail like in zbrush. Pros compared to zbrush:

  • instances!!! (eg, sculpt one finger, and have all other updated in realtime)
  • ability to group objects in tree structure (child – parent). This allow of transformation of whole group of objects at once. I zbrush you can move only one tool at time (unless going with zpose)
  • easy way of posing multiple objects at once (no need to merge). Same goes for move brush.
  • easy gradient masking – awesome to pose hipoly sculpt. In zbrush you have to make lowpoly version of sculpt first to get smooth masking with transpose tool – bit time consuming.
  • painting with layers and blending modes.
  • Cool and fast booleans – especially in voxel mode. Great for hardsurface stuff

Bad things:

  • exporter for blender dosen’t seems to work. Too zbrush too 😦
  • I didn’t managed to export vertex color from blender back to 3d coat recently. It was pain in the .. in my last project (yellow girl),
  • some stuff is buggy, or not functional at but recent 4.1 release fixed lots of stuff.
  • bad default navigation imo, but you will be able to customize it
  • default brushes are not good but Artman Preset is awesome. Use custom presets

 

Mitsuba exporter 1.0

Update3: Works with Mitsuba 4.1, most of sun options are supported). Thin dielectric added. But dipole is still broken.
Update4: Should fix some camera bugs, increased some allowed max parameters values .
Here is updated blender exporter that works with Blender 2.64 and Mitsuba 4.1

Supported engine integrators are (all except AO – who uses it today anyway):

  • Energy redistribution PT
  • Path Space MLT
  • Primary Sample Space MLT
  • Photon mapper
  • Adjoint Particle Tracer
  • Bidirectional path tracer
  • Volumetric path tracer (Extended)
  • Volumetric path tracer (Simple)
  • Path tracer
  • Direct Illumination

Supported integrators are (basically all):

  • Sobol QMC sampler
  • Hammersley QMC sampler
  • Halton QMC sampler
  • Low discrepancy
  • Stratified
  • Independent

Render settings form mistuba exporter

Other features included:
support for blend bsdf (see gold statue that uses gold and diffuse, with smooth dielectric coating)
Modifiers are finally supported (thanks to updated collada exporter that has this feature now)
HDR environment maps – through hemi light.
instances
Thind dielectric – Architectural glass support
Multiple materials per object support

Broken features:
-sunsky, sky, sun (I think there is problem with transforming sunsky coordinates – I reported but to mitsuba creator Wenzel Jakob
no support for dof – no time to implement it now Should work now in update 3.
– dipose sss – It is fixed in newest Mitsuba release, should be out soon. I know lots of blender guys are waiting for it – sorry for make you waiting :/ (if you really want you can copy manually dipole xml code inside scene to tag and it should work)

And some screens. Car is from blender swap made by user tom120934. I had to remake all materials for mitsuba. Render time was 6minutes with Photon Mapping. Thanks for great car tom120934:

Zenek – Blender remesh sculpt

As title says, here are some renders of Zenek monster sculpt. All made in Blender:

Update. Testing blender dynotopo. It is fun.
Sculpt of artist made in Blender with dynamictopology