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# FastPBR
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Fast PBR Viewport Render is a tool that lets you fetch curvature, height, 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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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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* 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 through a fast post process filter).
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* Capable of baking/rendering multiple cameras, each camera rendering multiple passes with the click of a single button using customizeable predefined configurations & output image naming.
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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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* Transparency
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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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* Can only bake from a single perspective (of which you choose) as the addon uses Eevee and workbench to perform the bakes. In other words, you cant bake using a target mesh.
1. Choose a destination path, note that this path has to include the file name itself and the file extension. Only png is supposed at the time being, so make sure that it ends with png.
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2. Configure the render passes you would like to use by toggling the checkboxes, more settings might become available in there foldout panels on a later time.
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3. Choose the resolution by setting your camera resolution like usual in Properties > Output Properties.
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4. Save your file for safety (The addon modifies your render settings and later reverts them, but if the script fails to reach the end due to a fatal error (which could occur if the Blender version you're using is not 100% compatable) it might not get a chance to restore the settings. If that happens however, you should be able to hit ctrl Z on your keyboard to revert the settings yourself as the addon automatically sets up a restore state to go back to.
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4. Save your file for safety (The addon modifies your render settings and later reverts them, but if the script fails to reach the end due to a fatal error (which could occur if the Blender version you're using is not 100% compatable) it might not get a chance to restore the settings. If that happens however, theres a "restore settings" operator/button that you can call/press to revert the settings yourself as the addon automatically sets up a restore state to go back to.
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5. Hit the top button "Fast PBR Viewport Render" to render out your maps, once the operation is complete you will see a pop-up message appear at your cursor as well as that Windows file explorer will automatically open up the directory that the images has been created in for you.
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6. To render multiple cameras at once, name the cameras as you lik
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To find out more about each button and property in the UI, you can hover over it to get a short decsription:
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# Known issues
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1. The transparency pass is inverted - still wip.
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2. The height doesnt utelize the full 0-1 range as its utelizing Eevees mist, also wip.
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1.(Now fixed) The transparency pass is inverted.
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2.(Now fixed as of 1.3) The height doesnt utelize the full 0-1 range as its utelizing Eevees mist-
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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. (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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1. Support for normal maps that are texture/shader based.
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2. (Now implemented, although not error free) 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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5. Bake passes for material/shader based roughness/specular/metallic.
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6. Got a sick idea? Dont hesitate to let me know about it!
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