We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Material with no user not listed in Puzzles

Home Forums Graphics / Blender Material with no user not listed in Puzzles

Tagged: 

Viewing 15 posts - 1 through 15 (of 15 total)
  • Author
    Posts
  • #56946
    PLAN8
    Customer

    Hi,

    I’m trying to export a cube that has three material slots, but only one is assigned to the cube –

    In puzzles, I go to assign one of the three materials to the object, but the other unused materials are not listed?

    How do I ensure that all materials in the slot list are exported? Thanks.

    Blender 3.3.1
    Verge3D 4.1.1

    #56947
    kdv
    Participant

    only active materials are accessible. assign those two materials to invisible dummy objects to have an access to them.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #56949
    PLAN8
    Customer

    Hi, thanks for the reply.

    Ok, that seems a little wasteful in data terms, but appreciate the workaround! Thanks.

    #56950
    kdv
    Participant

    it’s the only way to keep materials always accessible. Fake users do not work.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #56960
    PLAN8
    Customer

    Yeah, Tried Fake users, no luck – seems like a really obvious thing that should work anyway. Having to make geometry for no reason other than to store a material in seems like a bug to me.

    #56961
    kdv
    Participant

    This geometry can be a primitive hidden plain ))) You add empty objects for some reasons, so why can’t you add a plain to keep materials in the scene?

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #56964
    PLAN8
    Customer

    Of course that can be done, but to add an extra 4 vertices in file size for every material is adding to delivery throttling, and is also just a really clumsy way of adding accessible materials – why not just allow access to the whole material stack in the first place?

    #56965
    kdv
    Participant

    you can assign an additional material to only one tiny poligon on the same model… The point is that materials without real users are not present in the scene, they are disposed of by GC.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #56967
    PLAN8
    Customer

    Yeah, I get it, but it would be good if there were an option to allow them then they can be accessed much more efficiently and simply.

    #56984
    PLAN8
    Customer

    Seems it is theoretically possible, see here https://github.com/KhronosGroup/glTF-Blender-IO/issues/231

    #56987
    kdv
    Participant

    well, you have two choices: you can implement this code into the Verge3D exporter OR you can assign additional materials to an invisible primitives or poligons. having such simple workaround nobody wants to do smth with that…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #57001
    PLAN8
    Customer

    Yeah – I see the choices –

    I’m just putting this up here now as a suggestion to the devs as it seems like a pretty obvious function that would benefit all users of Verge3D greatly going forward – Seeing as mostly V3D is being used for configurators or models that require options for additional material changes.

    In summary, given the choice to just add a bunch of materials that are in a stack dedicated to the object you will need them to be available for v the current system of having to add random hidden extra objects for each and every material needed, seems a pretty clear and obvious requirement.

    I’m not complaining, I am just pointing out a bit of a glaring missing chunk of pipeline that would make the platform significantly more streamlined and user friendly, as well as speed up production times for designers, which as we all know is critical to any workflow.

    Anyway – appreciate the tip on how to do it in the current setup – thanks.

    #57002

    Thank you for the feedback! We’ll consider supporting unassigned materials in Verge3D.

    Chief 3D Verger | LinkedIn | Twitter

    #57006
    PLAN8
    Customer

    Hi Yuri, That’s great thanks for considering it.

    (TBH, it was something that I would have expected to happen as standard, so really does feel like a missing part to your amazing setup ) Thanks!

    #59994
    PLAN8
    Customer

    Hi, Any update on this yet? Thanks!

Viewing 15 posts - 1 through 15 (of 15 total)
  • You must be logged in to reply to this topic.