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README.md

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Fast PBR Viewport Render is a tool that lets you fetch curvature, AO, normal maps, transparency, matID and height from the camera youre currently looking through or directly from your viewport. It uses Blenders "Render viewport" operator which renders pretty much exactly what you see on screen or what the camera you are looking through currently has within frame. Therefore its extremely flexible as "what you see is what you get" and as you can use it ANYWHERE to render ANY sort of geometry or scene. It works by modifying your render settings and renderer (it uses Eevee and workbench for maximum performance), it can render out several 4K maps in the matter of seconds, making it versatile and useable for projects where you need to do a lot of rendering (and hence cant afford any time lost for waiting). It also comes equipped with a flexible, configurable and automatic file naming and folder hierarchy system that lets you move and name your images wherever you want based on custom & automatically generated variables that describes your images.
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# Features
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* Bake any visible geometry, could be curves, text, objects w modifiers (etc).
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* Supports baking geometry that has Z fighting (the Z fighting wont show in the renders) as well as geometry with inverted normals (the addon tries to automatically detect inverted normals and corrects them once found).
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* Advanced highly customizeable file naming & folder hierarchy system that you can use to process images emitted by either FastPRR or by any external software. It lets you fetch data like the image resolution, folder name, file type (etc) and insert such data anywhere in the path that you want to export your images to or the images names themselves. - Its also really easy to use. The intended usecase for this is to let the addon to be your backbone for organizing your files in a reliable way, rather than you renaming your images and moving them to the correct folders manually.
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* Experimental (v1.3 and forward) : Mesh processing features that can convert most types of geometry (like curves, text (etc)) to raw mesh. This has very little to do with PBR however :P , but is useful for when preparing your geometry for export using something like FBX or glTF. It uses a philosophy of that everything should look the same after processing, but converts everything to raw MESH based objects.
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* Experimental (v1.3 and forward) : Material merger, capable of merging materials that are identical, but that do not use "shared data" (this is achieved using value comparing for all the nodes in the node graph as well as all the material settings to see if the node graph, material and all the associated settings have the same values). The motivation for this feature was to merge duplicate materials generated by DecalMachin3 as it can generate thousands of identical materials in larger scenes (therefore the addon has some dedicated code geared specifically towards merging these decalMachin3 materials), however the feature is generic and works for all sorts of materials.
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* Match viewport display and Surface Base Color. Simply put takes whatever color is set under Material > Surface > Base Color and copies it over to Material > Viewport Display > Color. This is useful when wanting your materials albedo to match when previewing them in both workbench and Eevee/Cycles.
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## Supported bake passes:
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* Albedo (color) - useable for Mat ID
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* normal
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* Curvature
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* Ambient Occlusion (AO)
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* Height (uses Eevee's mist pass, so depending on the usecase the output of this might not be ideal)
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* Transparency
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*
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# Limitations
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* Can only bake from a single perspective as the addon uses Eevee and workbench to perform the bakes.
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# Quick demo video
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https://user-images.githubusercontent.com/20190653/136704470-e3d3a362-9d9f-48e7-8a6a-69f4d155d6db.mp4
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# Things I want to add
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1. Support for normal maps that are texture based.
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2. Support for baking geometry with inverted normals without it affecting the result of the baked texture emitted by Fast PBR.
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2. (Now implemented) Support for baking geometry with inverted normals without it affecting the result of the baked texture emitted by Fast PBR.
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3. Better height maps.
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4. A grid visualizer that lets you preview how large a pixel will be on the final image before performing a render.
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5. Got a sick idea? Dont hesitate to let me know about it!

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