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Neuntausend
Rens Nursing Home
224
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Posted - 2015.07.19 14:45:29 -
[1] - Quote
download link
This is a plug and play type shader node for Blender. It's intended to be used with models ripped from Eve Online using TriExporter. If you have done this before, you may know that the dds texture files coming with the game are a little strange and can't just be used out of the box. One dds file can actually contain multiple different textures in different color channels or the alpha channel, in order to keep the number of files as low as possible. If you look at guides on how to get those textures out, you will usually be told to tear the color channels apart using Gimp or Photoshop, and put them together in a different order. With this shader node, you don't need to do this anymore:
When you export the model of a Ferox, for example, you get three dds files with it:
cbc1_t1_pmdg.dds cbc1_t1_no.dds cbc1_t1_ar.dds
Just load them into Blender and plug their RGB and Alpha outputs into the appropriate inputs in my shader node. Then pick the colors you want in your ship SKIN, set the "Roughness" values (0.01 is very shiny, 1.0 is completely diffuse) and you are done.
Instead of picking the colors each time, you can also make group nodes containing all the values for a certain skin. My .blend comes with three premade: Minmatar, Caldari and Kaalakiota. After plugging it all together, it should look something like this.
Results can be seen here and here |
Neuntausend
Rens Nursing Home
232
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Posted - 2015.07.21 23:56:22 -
[2] - Quote
It works like it did before. However, you should make sure to check "download all the resource" files in the launcher settings, because otherwise you may not get all the textures.
You will also need to use TriExporter 5.1.1, which you can get here: https://github.com/ray/triexporter/releases/
Older versions cannot handle the new resource cache thingy. |
Neuntausend
GoonWaffe Goonswarm Federation
342
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Posted - 2015.09.03 22:28:40 -
[3] - Quote
Uhm, yes. I might want to add some instructions.
Basically, open up your scene, go to File -> Append, select the SKIN.blend file -> Node Tree -> Plug and Play Skin Shader.
Then you add a node tree to the material you are using for your model, and in the node editor, hit Shift+A -> Group -> Plug and Play Skin Shader.
Plug in the exported .dds textures into the right slots, adjust the colors and specularity and you are done.
Please note, that you still have to flip the UV map for your exported model along the Y axis, as the textures come mirrored.
I have also improved the node and made it even simpler to set up. I will post an update soon, if I don't forget. |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 15:19:39 -
[4] - Quote
@Xercodo: Specularity is not a term used anymore by most physical renderers becaus, as I understand it's not physically accurate. Instead "roughness" is used to determine, how "reflective" a surface is. Basically, both a roughness- and a specularity image are greyscale textures. On a specularity map, white means "shiny" and black means "diffuse". On a roughness map, it's the other way around. Eve models come with a roughness map, so if you need a specularity map, try inverting the colors on that one and go from there. You may still have to tweak brightness/contrast to get a good result - to be frank, I have not yet figured that out completely myself.
@Annexe: There is no actual "diffuse" map anymore in Eve. You have paint-, material-, dirt-, glow-, albedo-, roughness-, normal- and occlusion-maps. Except normal and albedo, they are all greyscale maps. The albedo-map is the closest you have to a diffuse map, but it's still mostly black and white. This is because the colors are not defined in the texture. When you look at the skins, you will notice many of them use exactly the same textures, but all in a different color. Now, they don't make a new texture for each color-scheme. Instead, you are supposed to multiply the albedo-map with a color of your choice.
In order to get a single diffuse texture, you can try the following: Add a plane in blender, and apply my shader node as material. Plug in all the textures needed for the ship of your choice. The special versions such as T2, faction and SKIN variants require you to plug in the appropriate _PMDG.dds - you can find those in subfolders for the ship you want to render. Only set up the "diffuse" color inputs, and set the specular color inputs to black. Set the normal-/displacement-inputs as well as the specularity slider to 0 (you don't want those in your diffuse map). Don't add any lights to your scene, and set the environment to white instead. You can then bake out the combined texture into a single, colormap you can use as a diffuse map. You will still need specularity/normal maps for the whole thing to look any good.
Esnaelc Sin'led: Those yellow "edges" look like they are either based on the "dirt" or the specularity map. Try those to mix in the yellow. Maybe I will try to recreate that SKIN later, once I'm at home just to see how it works. |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 16:07:20 -
[5] - Quote
There is always a bit of color mixed in with the albedo-map, so it might be in there. I am at work right now, and don't have access to Triexporter or Eve, but if there is another texture for that SKIN, it should be in a subfolder of the mbc2 folder. Could you check if there's a different _PMDG (contains paint, material, dirt, glow) or _AR (contains albedo and roughness) texture in there somewhere? |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 16:14:29 -
[6] - Quote
ANother thing coming to mind: Those yellow edges appear where the normal map adds "bumps" to the mesh. So it could also be done with some kind of fresnel effect. I have not yet looked at that Skin, but if you turn it so that the surfaces are at a very flat angle to the camera, do the reflections turn yellow? |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 16:21:53 -
[7] - Quote
Can't really imagine why there would be a hurricane-specific texture somewhere else than the hurricane folder, but it's :CCP: so you never know. Will have to look into that later.
On a different note, here'S a little sneak peek at the upcoming version: https://drive.google.com/file/d/0B949Yd6PzZH6cnNyLUJ4ZWoxTVU/view?usp=sharing
I know there are some frames missing. Couldn't be bothered to re-render them because :effort: (I am lazy) |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 17:09:12 -
[8] - Quote
True, I am using the same material for everything, just with different roughness and glossy colors. I'm considering changing the whole node setup so you can plug in your own materials if you so wish. |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 19:37:28 -
[9] - Quote
I'll figure something out for the different materials, including transparency and make a sample setup. Should not be too difficult, but I will have to rip the shader node apart. |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.09.30 22:59:03 -
[10] - Quote
I don't know what your lighting setup looks like, but it appears to be a bit too even. I use a studio HDRI map, a sun light and a "floor". If you don't want the floor to show, move it to a different render layer - it's just there to block the light coming from one side. I would also turn down the saturation on the colors. |
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Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.10.01 01:06:12 -
[11] - Quote
I think you are oversaturating the colours, to be honest. Ships in Eve are not all that colorful. If you want to recreate what's in the game, you can stay below 0.5 saturation for most things. For the gold, try #261F13 as diffuse and #B28847 as glossy.
Here's a sneak-peek at the new version: http://web149.mis12.de/gallery/editfile.php?file=1566
The textures for the panels are terrible, and I could not figure out where the "grid" texture for the panels is stored, so I substituted a procedural brick texture. Looks decent, if I say so myself.
But I will elaborate more on that tomorrow. It's 3 in the morning and I am a bit too tired. New version coming up soon, so stay tuned.
Edit: Here's a other thing, if you have not yet figured that out: For everything but shiny metal, make the specular color grey (saturation 0) and the value a bit lower than the diffuse. |
Neuntausend
GoonWaffe Goonswarm Federation
365
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Posted - 2015.10.01 16:42:39 -
[12] - Quote
Do you mean "rubberish" or is it really that terrible?
Anyway, you will be able to plug in your own materials in the upcoming version, so you can make any material you want. |
Neuntausend
GoonWaffe Goonswarm Federation
366
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Posted - 2015.10.04 19:40:27 -
[13] - Quote
Op updated with new versions. |
Neuntausend
GoonWaffe Goonswarm Federation
393
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Posted - 2015.11.20 02:47:15 -
[14] - Quote
Annexe wrote:so would the blender shaders plug-in also work with png files? I would assume not. So how would you go about applying colour to the png files? If the .png files contain the same color channels as the .dds files, the node tree will work. The .dds files do also contain mipmaps, which are basically lower res versions of the image for level of detail scaling. Those aren't necessary for my shader. Any blender-readable image format should work.
Annexe wrote:The other issue I've had is,
Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P)
But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something.
So I'm assuming triexporter does some proper 'exporting' of the .dds files
EDIT: I just tried to open the .dds with Paint and it says "this file is not a dds format" haha As for why Photoshop doesn't load the .dds files, I don't know. There's a .dds plugin for Gimp, and that one works for me. |
Neuntausend
GoonWaffe Goonswarm Federation
393
|
Posted - 2015.11.20 19:19:00 -
[15] - Quote
The PMDG file contains the paint mask in the red channel, the material mask in the green channel, the dirt mask in the blue channel and the glow mask in the alpha channel, so that one is definitely needed. If the alpha channel is pure white, your whole ship will glow. |
Neuntausend
GoonWaffe Goonswarm Federation
393
|
Posted - 2015.11.21 15:56:09 -
[16] - Quote
Odd, that it doesn't even work on a fresh setup. Works like a charm here.
On a different note: I've been asked multiple times how one would get a single colored diffuse texture for use with other programs. There are many ways to do that. Photoshop or Gimp are definitely capable, the Blender Compositor is as well. However, since we have that node tree already, Blender texture baking may be the quickest way. This is how you do it:
You can do this with the actual ship model as well instead of a plane, especially if you would like to bake shadows and occlusion into the texture, but for some ships, the UV map overlaps in places, so the result may look strange.
When you do this, though: Please think about what you are using it for. CCP may not like you making games or mods with their models and textures. They tend to tolerate and at times even support fan art. But that doesn't mean we have any right to use their stuff for whatever we want. |
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