#BlenderToRemix
1696 messages · Page 2 of 2 (latest)
Tbf I wouldn't look there either vs just asking
Don't ask me why, I'm victim to the same dumb psychology
😠

You said it had 17 views before in the last month? Let's see in the next month 
When I was trying to get people to read a channel, no amount of changing the channel name helped 😢And I tried a lot lol
Hey, idk if i'm missing something but i get this error when trying to export from blender to remix
That is really strange. What version of blender are you using? I’ll adjust it now
I’m glad to see someone is using it. I thought the entire thing was a waste
I'm on 3.6
faster workflow is all i want and this is what i needed
not a waste at all
It’s really hard to do it on a phone. Would you be able to just remove the line that has collection in please?
i think it's just this
collection=''
line 1433
No i'm just stupid i forgot to remove the addon before reinstalling so i was just trying over and over with the same file
🤓
it takes time for these kinds of projects to pick up steam. don't worry
if it does i'll make a pull request
yes it fixed it
Awesome thanks Kim
Nobody is talking about it though 😔Most people who would be interested have discovered remix already
every single one of the projects i started here took at least a month or two to get users, except for PBRify because it was in very high demand
Interesting. Is there a method on GitHub to see how many people downloaded it?
probably not on github itself
but there should be a download counter somewhere on internet
no, sorry
I love this thing
it's so much faster
with remix being laggy af i don't havbe to switch tabs in it everytime
thank you
my 3080's finally breathing
@slender reef btw i'd recommend renaming the addon, it'd help a lot
something like BlenderToRemix
also the github repository. i noticed it's on e-man's account. he could transfer the repository to your account so you have control over it
Was it clear that you have to select a mesh in Remix to append a new mesh automatically?
Yeah it's pretty much self explanatory, you select a mesh on remix, import in blender, do your stuff, export in remix, voila
The current workflow is using original textures sucks so in the future I’ll be renaming all stock materials to zmat so they are at the bottom of the list. Also you will be able to toggle them on and off
The latest stable builds fails to install
And the importing doesnt work for the one before
Fun times
I'm working on another project but if you can fix it it would be much appreciated
@slender reef how does the addon handle different meshes brought in with the same material? For example, I'm touching up a bunch of cave meshes that share the same textures. They're all in the same .blend file. When export/ingesting will it double up the existing ingested textures?
I assume because I do not alter any part of the ingestion process that both meshes will have the same material, so if you have the import textures checked both meshes will use the same texture. Tbh I highly recommend not using that option and will colour it in red or something. I think I’ve gone off remix tho so haven’t thought about updates 😢
I'm probably doing something wrong because I'm a total beginner at blender, but I got this error
I'm on blender 4.3.2, maybe too new a version?
Sorry I forgot to take the latest release off GitHub. Try using the version before
Thanks for giving it a try
OH FIDDLE STICKS I knew I was forgetting something yesterday - going to try the earlier version when I get back home, very excited to see this in action, nice work Frisser! 
@spring tree Did you see what you think yet?
OH MY GOD OH MY GOD OH MY GOD I DID IT!! Omg it's so perfect
Wow that's so seemless, great work Frisser! Now that it's so easy I'll definitely be learning blender more and playing with assets and models, this is so game changing 
(I tried tinkering with it yesterday but I'm so new to blender that after I got the addon to work I wasn't sure where to pull it up) lmaoooo 
p.s. you should definately do asmr videos because you have a really nice voice and your tutorial was very helpful 
Very glad it helped. Can’t wait to see what you do in blender!
I also would recommend not using the import original textures as it can be hard to see which ones are the originals so it slows down the workflow but that’s just my opinion
Thanks, I had 16 votes for the most “attractive voice” at a party 😂😅
Haha I believe it! This definitely a best case scenario for learning blender lol, it's much appreciated 
I would've NEVER gotten into blender if your addon didn't make it so easy, thank you thank you thank you
It's easier than I thought it'd be
No problem. I thought hard about how to make it easily accessible and wanted to go that extra way cause I know how tiresome remix can be. Another small tip since you are knew to blender, have you enabled node wrangler plugin?
I haven't! I just looked it up and found a youtube video on it - thanks! Looks like it'll save me a lot of time
I'm glad I messed with comfyui, the graphs/connecting lines is very familiar territory for me 
Is this tool public yet? If so why is there no link in the OP?
Yes it’s out! #1289913588852592662 message they have it pinned 
Would you be able to pin this please? @winged umbra
Thanks for taking an interest in it ❤️
It is already pinned
Fixed Ingestion. Not sure if it was a recent update in Remix that broke it? Hope it wasn't always broken
https://github.com/Ekozmaster/rtx-remix-toolkit-api-blender-connector/releases/tag/v1.1
Ugh thats broken
Pete can you explain this more thoroughly with examples please? I can't seem to reproduce it now. Specifically what the asset path is, and what get input is.
I am trying to update it for 1.0. That or its never worked
Woops, looks like Get Texture Material Inputs is broken! Let me take a look
Got a fix ready. MR is up but I have to leave for the weekend! The fix may get merged tonight, but if it doesn't it'll be in on Monday Should be merged shortly
Also we've has reports that the latest github builds have been crashing on some systems so we may need to figure out a solution on monday if that's the case
Have a good weekend!
Thanks Pete!
Do i need to update anything to have this fix ?
Yes you'll need to build remix from github again. Also let me check if its fixed my addon and if there are any more problems. 👌
ok thx
Have a good weekend. When you get back, could you take a look at this issue? Even though the original problem was fixed, I think there is still a problem overriding the height texture? I did this after running /stagecraft/textures/{texture_asset_path}/material/inputs which I took the value from. But it still gives me this
When overriding the texture
Yeah I’ll take a look on Monday !
Just ping me to remind me haha
Hi Pete. Could you take a look when possible please?
Yessir! And I’ll write tests too to make sure it stops breaking randomly!
Did you find why it wasn’t working?
Haven’t looked yet but I’m guessing it’s the same issue we had with the endpoint I fixed Friday
The endpoint in the rest api was fixed but I think it’s an issue with a different endpoint
Overriding the height texture which doesn’t exist. Or it could be the endpoint you fixed is not entirely fixed because I remember an old issue I had was even though the prim I constructed was correct, the prim had to be gained from the endpoint or from the toolkit. So maybe even though the fixed endpoint outputs the correct thing, it’s not the same as if copied from the toolkit?
Yeah no I meant the same shader input issue manifesting itself in a different way through another endpoint !
FYI it was the same issue and is now fixed but I’m writing tests so it should be merged soon
Would this show in the github updates section? If not please let us know when it's merged. Thanks again for looking into this man
Not yet, it’ll show up when it’s merged! I’ll update you here 🙂
Is this the latest problem with the plugin?
cant ingest (blender 4.3) whether from nvidia app toolkit nor the toolkit from the omniverse launcher(Both are v1.0.0)
Yes we are waiting for an update on the toolkit side. At least I think that’s the issue
I discovered other possible bugs while writing tests so it'll take a bit longer to merge but at least it should stop breaking after that! 🙂 Sorry for the delay!
Do I have to run remix toolkit and blender side by side? How does the add-on know what model I have selected and the changes I will do with it? Mainly just want to adjust UVs to allow more texel density
@winged umbra Yes, both must be on (toolkit , blender).The plugin is a bridge between the two/the mesh you have selected is detected by the plugin/blender. But currently it doesnt work with going from blender to toolkit(ingestion doesnt work for me, ingestion was done automaticaly by the plugin, VERY efficient)
Yup if you have anymore questions feel free to ask
#github-updates message
working good here ,thanks man!
Great! I wanted to merge that ASAP but I'll add more tests in the next days to make sure this remains stable!
Amazing, thanks for keeping us posted man, hope the rest of yalls week goes well!
uhh quick question.. The toolkit seems to be only assigning the diffuse textures when ingesting from the workflow ( it's there in the ingested folder though)and not any others. Who do I butter up to fix that?
Should be working but I’ll check after lunch if there’s an issue with the texture replacement service. Haven’t gotten to test that yet
alright sounds good. Get some grub in ya!
This was with both PBRify's and PBRfusions workflows,tested on multiple meshes/textures..
I believe I can repro! That'll be the next focus 🙂
Seem to be getting the same sort of results with PBRify too #1216200397497045002 message
Got the fix with tests for basically all endpoints (except ingestion atm) so the API should be more stable now 🙂
Will be merged somewhat soon!
#github-updates message
Works thank you Pete 👌
Hope it helps!!
Have the bugs of the more recent versions of the addon been resolved? I recall there being a few odd regressions at one point
Yup
All working
This probably will be the last version unless anyone has any suggestions
Do you think people would mind if I put it in showcase? Lots of new people have come with the release of 1.0
And it’s updated now
I need to add a button to remove default materials
I think that's a great idea! 
Nah actually Ill implement that into another addon I will build
Then I can advertise this addon because they compliment each other
could you make a youtube tutorial on how to use that? that would be great cuz i got lost as to what i should do lol
This is the original post from showcase. It should work as a tutorial, or do you think something more condensed would be better?
Thanks!
no, this is fine for me
Np. Could you pin it here please?
Glad you are using my addon. Always makes me happy to see it’s actually getting some use
working on an asset and i said why not try your addon, seems nice being able to replace assets right through blender
Frisser's voice 
🇬🇧
it was a nice and calm video until you used your keyboard
i felt attacked
🤣 I never noticed that before
Let me see if I can edit the video. That is actually quite painful
God bless you bro!
Download TreeIt from their website. It's free and great for procedural tree generation. You can export as obj to blender and use Frisser tool to ingest in the toolkit
don't use their leaves tho since it uses transparency
god bless you too<3
what leaves can i use?
Modeled out leaves. Alpha leaves (which are the overwhelming majority of what you'll find online) are wasteful performance wise with pathtraced rendering
ok rn i have this, when i turn on enhanced meshes and materials
after one replacement game says that on startup:
That will most likely be because of game incompatibility. What do the logs say? It should be under rtx-remix/logs. The best channel to ask help though would be a project thread for the game https://discord.com/channels/1028444667789967381/1055020377430048848
guys how i can fix that
i think you need to compile the toolkit repo on github to have the latest patches
remix toolkit?
RTX Remix Toolkit. Contribute to NVIDIAGameWorks/toolkit-remix development by creating an account on GitHub.
They want to update readme.md
What do you mean sorry?
This is the necessary patch to remix to fix the addon https://github.com/NVIDIAGameWorks/toolkit-remix/commit/79a4b0222e96b8165cf5fc43eeb7861a96a1502d
it dont build anymore
https://discord.com/channels/1028444667789967381/1354570741110276186
Ahh, did the patch get implemented in the latest toolkit builds?
Yeah we fixed the REST API on GitHub but it’s not on NV App. If you already built the toolkit in the past you’ll be able to build. If you’ve never built it you’ll get the error linked above
Should be fixed! see the thread for more info
same problem after build and update anything
Make sure to clean build the toolkit: ./build.bat -x
hey Frisser, when I select a mesh in remix which has had textures replaced,
Then import to blender (without material)
Then export /ingest back to remix,
The material is gone! I don't think this happened in the previous version? (I could be mistaken on this)
ie the ingested mesh has the same material name but no textures
If i Import to blender "with material" it imports the original (non-texture-replaced) texture, so when I export/ingest back to remix, the "stock" texture is on the child mesh
If I ingest the mesh from the captures folder using remix, then add it as a new reference, it keeps the replaced textures:
Hey Binq. I wouldn’t have expected the old version to keep the materials but it’s definitely possible. I’ve never tested the addon this way so idk
no worries 😛
Hm I’m not sure why the addon behaves this way. I can update it to import the new textures if you want?
don't stress, i could probably modify the addon myself? not sure
Personally I just keep a blend file and I don’t import from remix
true true
You could but since I already have the knowledge of my addon it’s easier if I do it. I’m working on a new addon rn which is very exciting but a pain
if it's easy for you, that'd be awesome, i kinda like figuring stuff out otherwise 😉
does new addon disable tariffs?
somewhat related-ish question, have you heard about this issue with remix where models don't have mesh normals?
Unfortunately I can’t do much for the US economy. What do you mean?
lemme send ya a pic one sec
theres a picture in there
Hm no. Tbh I haven’t used remix in a long time and I have been working on my addon only. I’m sure the team will fix it soon
I love people using it to help their project in any way
your mod uses built in blender usd exporter?
You can probably update it to import every mesh individually and then replace it automatically
It uses OBJ but I never tell people because there seems to be hate for it lmao
ingestcraft does the usd conversion?
Yes
i mean mesh data is mesh data..
it must be something in the model file itself causing my challenge, as the layer info is almost identical comparing ingestcraft to blender->ingestcraft
mod.usda layer file:
Blender - > ingestcraft ingestion
over "mesh_4713F7F8DD41249C"
references = None
{
def Xform "ref_cabfb562c173420cacdc305d5c58c96d" (
prepend references = @./assets/ingested/meshes_blender/meshes/untitled3_1.usd@
)
{
custom bool IsRemixRef = 1
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
}
}
Ingestcraft ingestion:
over "mesh_4713F7F8DD41249C"
{
def Xform "ref_7bdbae665e604c3babd1f5ea3eb0cce6" (
prepend references = @./assets/ingested/direct_from_captures_folder/mesh_4713F7F8DD41249C.usd@
)
{
custom bool IsRemixRef = 1
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
}
}
Do you want me to update the addon to replace all meshes from a usd capture in remix?
that would be bloody awesome
a bunch of people have been in contact about using this terrible python script i made to do that
so theres def. people who want this
to work around this issue with mesh normals for non-replaced meshes
You've already done it?
heres a model that I ingested using both methods
yes its on that github issue page, but it sucks
Why does it suck?
because it's a pain to use
and doesn't work correctly with material references
looks fine in game and in toolkit, but bajillions of errors are thrown
(in those usda models i deleted heaps of mesh data to make the files shorter and easier to read btw, probably a bad idea to try to load them as meshes)
ok give me a few hours
probably the best option would be just for the blender addon to ingest with materials working, cos then it's probably optimal
cos not all meshes need to be replaced
was just a brute force thing i did
optimally i could select a bunch of meshes in toolkit
import to blender then straight back out aga
again*
so most of it already is perfect i think
just the material thing
I was just planning to load the USD capture, select a mesh one by one in alphabetical order, check if there is already a replacement for that mesh in the toolkit, if not, export and ingest and append, move onto the next mesh
the main idea is just to get the normal information into the meshes, problem with the method i was using was that only about 10% or less of the meshes actually need to be "fixed", so replacing all of them made the mod slow to load and too big to download and a pain to work with
I wouldn't know how to solve it without replacing the mesh sorry
it's usually just things like "round" pillars and undulating terrain that needs replacement, so my idea was to select those in the toolkit, then do the blender addon magic import / export-ingest
which already works perfectly i think, its just that the materials aren't there
your addon already fixes the normals issue
and it's probably the only real option is to replace the mesh
otherwise it would be doing surgery inside remix code i believe
all that the blender addon needs is working materials when doing the import to blender then export/ingest straight out again
I mean this issue will be fixed eventually so what I would do is just wait and focus on completing your mod
and i could be imagining things but i think it worked in the old version
it's basically one of the last things left to fix in the mod though 😛
What worked? The old version of Remix or my addon?
and the issue has been around forever and showing no signs of being addressed
both together
old remix toolkit that worked with the old addon and the old addon
Trust me I get you I waited for 7 months till my game was playable lol
is your addon open source? i know nothing about blender addons really, but it's just python isnt it?
Yes its open source if you credit me for the original code
if I do a fix can I send it to you?
maybe a pull or something
oh i see it's already on github and everything!
(derp)
i'll take a squizz and see if i can do something about the materials thing then do a pull request?
We had to urge Nyle I believe to fix it and since it had been a while, he fixed it in a week iirc
So you should ping him if you feel its been forgotten about
Maybe after 2 months
squeaky wheel and alldat 😛
might do it, there are other people nagging about it and thumbs upping the issue though so i think it should get some attention when the time is right
that reminds me i was meaning to make another issue about atmopspherics
i think i have over 10 issues so far heheh
yup remix is fun
Ingestcraft (Working)
rel material:binding = </ReferenceTarget/XForms/Looks/mat_5B26D9FF35E66BCC>
Blender Workflow (Not Working):
rel material:binding = </ReferenceTarget/XForms/World/Looks/mat_5B26D9FF35E66BCC>
There's an additional " /World/ " in there
could it be something to do with that
What are you trying to do?
maybe this function
def construct_dynamic_prim_path(reference_path, obj_name, mesh_name, append_world=False):
try:
if not reference_path:
logging.error("Reference path is None or empty. Cannot construct dynamic prim path.")
print("Reference path is None or empty. Cannot construct dynamic prim path.")
return None
clean_mesh_name = mesh_name.replace('.', '_')
if append_world:
dynamic_path = f"{reference_path}/XForms/World/{obj_name}/{clean_mesh_name}"
else:
dynamic_path = f"{reference_path}/{obj_name}/{clean_mesh_name}"
logging.debug(f"Constructed dynamic prim path: {dynamic_path}")
return ensure_single_leading_slash(dynamic_path)
except Exception as e:
logging.error(f"Error constructing dynamic prim path: {e}")
print(f"Error constructing dynamic prim path: {e}")
return None
im trying to get the blender addon to work
(i changed append_world to False above)
Sounds right. Try deleting World
didn't work, no difference at all for some reason
got rid of all the worlds
even the api blender tutorial addon has the same problem
probably simpler to post process the meshes at this point
I won’t be able to take a look at it for the next few hours sry
DeepSeek is your best chance probably
Hey, any idea why i'm getting this when trying to export and ingest
Only the latest versions of blender use that. Just search for collection in the py file and delete that line. It should be around the other OBJ export options
I heard there were problems when exporting and ingesting a mesh to remix? Have you run into any problems?
Nope it works fine
@ashen bloom Hey. When you get time on Monday, I think the rest api model ingestion is broken if you can have a look at it please? I tried ingesting a cube with a blank material which should normally work.
You have a build newer than
#github-updates message
?
That fixed ingestion
Then just pulling latest should solve your issue !
Select your USD captures, the addon can import all their textures and will delete duplicate meshes
😕
strangely, I tried to do a clean install of the addon and now it doesn't install at all.
latest script does not work
textures?)
Sorry I'll check it out
Thanks for letting me know. Its refreshing to know someone is using it and helping me keep up to date
Battlefield Vietnam 👀
perfect
thx
I hope that in the future all rtx remix functionality will be integrated and unified in blender.

When I make edits using USD capture, and import that mesh in toolkit
It spawn very far away
reset the coordinates of the object to 0 0 0 and look at the axes
Hell yeah, I had just tested it and it failed. Good to see that it was fixed right after
This one was imported with it working
(blender render)
If reseting the coordinates of the objects works, do you think I should implement this into the USD capture feature?
Please wait while I confirm, there is another problem when I export my fixed model then the toolkit doesn't allow me to add textures to it
Can you look into it?
Sure
Btw this works
And yes, a feature like this will save me time
Nice to see all the progress on this extension @slender reef ! Good stuff! Super happy to see community members putting so much effort to build tools other members can use
Nice work Frisser!
I think many people use this, i use it all the time!
Agreed! This tool has been insanely useful even outside of remix purposes. I was able to help some people from the Delta Force Black Hawk Down community restore a couple of weapons from the beta builds of the game by extracting the models for them as the original models were built with .3di format which doesn't have much support these days. Exported the model to blender, handed it off to them as an OBJ, and bam! They restored all the animations and functionality to where its no longer content lost to time!
Awwww that makes me incredibly happy, thank you guys 
If anyone has any issues with height textures not being added lmk. I installed the github version and got that issue after ingesting a cube about 14 times then it started failing for some reason? I fixed it in a new version but thats led to another issue. I reinstalled the old version and now it works again so I give up
Is this also a problem when importing from remix api?
yes
Sorry I'm quite confused. Are you setting the origin to center of mass surface or volume? Or am I completely wrong
So you don't set the origin to center of mass. How do you fix it?
I made a critical fix, exports were the wrong scale, I have no idea how that line of code got in there or how long it was there for. Very sorry
Can you elaborate further please?
I don't have the rtx remix app on my PC right now.
@slender reef the latest toolkit will have a couple of breaking changes for the REST API.
If you access asset_path or asset_paths properties in the API responses they will have changes names
asset will now be prim
https://github.com/NVIDIAGameWorks/toolkit-remix/commit/0f5a5b3cbf29dc6f6be0e9b196af9a4d1b425107#diff-106cf6703e3aa8df9ab40e5f2a42226e041ea39d43e801f779bb14108b064519R173
And the default directory endpoints will now expect directory_path instead of asset_paths
https://github.com/NVIDIAGameWorks/toolkit-remix/commit/0f5a5b3cbf29dc6f6be0e9b196af9a4d1b425107#diff-106cf6703e3aa8df9ab40e5f2a42226e041ea39d43e801f779bb14108b064519R157
https://github.com/NVIDIAGameWorks/toolkit-remix/commit/0f5a5b3cbf29dc6f6be0e9b196af9a4d1b425107#diff-4a109d888681aba404b1ac3592d86e420bdc1439a20a5a76300c935b3bc814c9R219
Sorry for the inconvenient! Let me know if you have issues or questions 😛
Thanks for letting me know
What is an MCP server?
I literally after days summoned the confidence after burnout to work on my remix project lol
An update for my addon will be in a day or two or three
Server that exposes tools to LLMs
As long as users don’t pull the latest main commit it should work perfectly fine !
This is not the fix for the latest toolkit. However Ive sped up capture importing by 5x. It was 45 seconds for 17 USD files
wtf
It looks like all objects now have zero coordinates.
But I'm importing a scene, not separate assets.
I have no idea how that happened. Can you send me the USD files please?
My usd captures work
Fixed rotation when importing USD captures.
Rotation is fixed. Not your issue unfortunately hopelessness
Alright I fixed the ComfyUI nodes and all I had to change were these 2 lines:
- https://github.com/NVIDIAGameWorks/ComfyUI-RTX-Remix/commit/711583119ff6a788ceca8b77689837c4d783f712#diff-62a734e54a26f445fb7eec5ef95a6158609affb3e3b5b6bae7207e68a4a85f56R111
- https://github.com/NVIDIAGameWorks/ComfyUI-RTX-Remix/commit/711583119ff6a788ceca8b77689837c4d783f712
The rest of the changes were unrelated (ComfyUI compatbility changes)
I don't know if anyone else uses Ninja Ripper? Probably not which is why I'm just putting it in this channel, but Ive created another addon which fixes all distortions in ninja ripped meshes by selected a remix mesh, then the equivalent ninja mesh, then selecting 8 equivalent vertices, 4 from each mesh, then pressing fix. You can also delete duplicate geometry, it will prefer the remix geometry. I made this because sometimes shaders are used for transforms like in my game which is dx9c and therefore remix cannot capture them correctly but Ninja can.
I'm working on implementing functionality to handle multiple ninja captures

For some reason it never ingested a height or normal maps on my side when I press export and ingest, other than that, it works completely fine, it's just that I have to ingest and apply the height and normal manually and it ruins the 1 click workflow
Maybe I havent updated it too idk
Would you mind testing the latest version of the addon using blender 4.4.3 and the latest toolkit version please? If that doesn't work, can you give me the blend file with textures packed?
I'll try when I can but I've exported like 30ish models from like 10 blend files so prob not the issue
None got height and normal ingested
But diffuse, metallic and roughness works fine
And I use the node wrangler plugin to apply textures on blender so should be good
True. Height textures are failing to ingest. I’ll check out normals too
height doesnt ingest for me either, normals ingest when put through the normals node and set as non/color
Interesting
The new code I am working on will definite fix that then
Anymore issues you guys have found?
I'm so close to finishing it. its just that really annoying issue Ive run into before where the roughness and metallic map do not ingest. Never seen the normal map not ingest but if I find the solution to the other maps, it will likely fix the normal too
Ive generated nearly 200 versions and I think I may have accidently edited my old code multiple times so Im a bit lost
oh no 😦
I managed to salvage it
And I'm trying to fix the missing texture problem
Then I'll paste the code but it doesnt have alpha maps etc currently
I think I might need E-mans help lol
https://github.com/Ekozmaster/rtx-remix-toolkit-api-blender-connector/releases/tag/2.0 Can you check whether you still get both these issues in this version?
Bro that was quick
I didnt realise people watched this hahahaa
But I added lke 1000 more lines and the complexity shot up, changed many more too
It uses my lovely task generation system from my material manager. Also I need to know if the baking generates the correct quality.
Has anyone tested to see if normal maps and height maps work?
testing later today
Thank you!
i tried a simple test and trying to bring something in from remix it said a import was already happening or something
hows that for super specific feedback 😄
let me get a screenshot
i will download the latest toolkit and try again
im using one from a week ago or so
I tested by opening the capture and then pushing back to remix instead
worked well
all the textures came in!
ignore the use of roughness for metallic, i just did that to test
Ok I’ll look at this
Thanks for confirming it’s all working otherwise
Thats what im getting right now On blender 4.4.3 with the plugin/connector v2.0
Same in blender 4.3.0
That is a bit saddening.
Anyway I'm on version 241 of a new update that supports geo nodes
Version 363 I shit you not 😂 5 days but it was worth it
I dont know whether it might be a bit rough around the edges
Once verified I will upload to github
ahh geo node support is mad good
Yup. Expands the amount of addons that will work too
Also this will cause a memory buildup so dont use this lol
There are more improvements that I will highlight later
By the end you can export a udim mesh with geo nodes with complex procedral materials and it will cleanup the scene, its non destructive, it will combine the objects so you dont have 100 different meshes from geo nodes. It will convert curves to mesh. I find it really cool
Just sit back, relax
Check out the release notes on Github
Reminder to please donate anything you can to Kofi, even £1 🙏 It really shows support
Just in case anyone is interested in seeing the high level flowchart
Forgot to mention I fixed UDIMS
OK dont update
Metal and possible other texture types are not baking correctly. I cant find out why and I'm too tired
Hahahah changes hundreds of lines when I could have just changed two teensy words
I'll update it to have height textures all processed at the same time
Time to implement other texture maps
Critical updates needed. Nothing that is included in my other versions though
I realised that the baking process would use the first uv map it found on that object which might not be the one you have assigned
Also if you have 2 objects which use the same material and those objects get baked, and youve ingested to the same directory, you will get the same filename twice so one will be overwritten, but they have different contents, so now I am working to append a hash to the end
As you can see, sometimes its hard to anticipate problems so please double check the results you get from my addon
remix really doesn't like uvs that are outside the tile
This new code also combines the base colour and the opacity map and bakes into a tga, so you can just change the blend settings in remix to have working opacity
Everytime I fix one workflow another breaks
Im forgetting to implement something lol
I will give another update when my bug about ingesting multiple textures at once gets resolved. That will speed up special texture ingesting
After that you won't have to hear from me again 😂
Not all node setups bake correctly but I can't do anything about that unfortunately
Oh i forgot to disable some debugging
Import needs to be optimised
Well just hooked up. It’s dead code atm. That’s probably what I was forgetting
Sorry for all the small updates. I think its going to be the last one until I think or something else
Uuuuuhhh this wont work if you change the mesh 🤦♂️
And export selected only is broken so fixing
But now the UV coordinates, the faces the material is assigned to, and the vertices of each mesh are hashed so any change will trigger a cache invalidation and a new bake
Something is wrong with the bake
I may have accidently discovered a fix to my problem
whoops 😄
Yup its meant to have a stop sign decal on top
Sign is the wrong way round but you get the idea. Looking so much better than before
its a pots sign
Yup what I meant to do 
Actually I think I've done a whole lot of work for nothing 😬
Even though it looks really cool, it destroys what the original material is meant to look like
It looks more accurate to what blender looks like but blender looks wrong
It seems like all the functionality I wanted to achieve is done. Now I'm just waiting for a remix bug fix and then it will be placed on life support
Truly sorry, for release updates with issues
hey Frisser, in blender 4.5.1 LTS;
The addon still thinks pillow and psutil are not installed, after clicking those install dependencies buttons. I installed both when running blender without admin and when running blender as admin:
Thanks for letting me know!!!
Are there any errors in the console?
might be something wacky with how I installed blender or the paths im using
i think it was with the bin folder
my path is
*D:\Program Files\Blender Foundation\Blender 4.5\4.5\python\Lib\site-packages
but i think the addon was trying to install to
D:\Program Files\Blender Foundation\Blender 4.5\4.5\python\bin........
Hmm if I "Export and Ingest" something from blender to toolkit, and then select a different mesh in toolkit and a different mesh in blender and "Export and Ingest" again, it appends the mesh to the previously selected prim in toolkit 🤔
even if I close and open blender and try the second one again, the same thing happens
seems I have to close and open toolkit
Even fully closing both toolkit and blender and opening them again does not help
closing and opening just the project in the toolkit also doesnt help
also, probably expected, but unless I am in the "asset replacements" tab in toolkit, this error is shown in blender:
Finalization failed: Failed to replace mesh for prim: /RootNode/meshes/mesh_D277F35B7FE001EC/ref_823b4d8708934ce5b939f74a67db6b94/XForms/World/C5L1CityOnWater_1/mesh_916
Hold on I’m at the airport so can’t fix it for a while
That is so strange. I will look into it
it could well be a toolkit bug maybe?
Perhaps
A different mesh using export selected or a different blend file?
The background workers crash on Blender 4.5 but not 4.4
different mesh
got the same problem for days now mainly using 4.4.3(i didn didnt know how to install psutil, but managed). Save and restart>as if nothing happened. No messages
curiously in 4.5 there was some error but cant remember what(now it doesnt show).Basicaly the are the same now,cant install throught blender.
This must be what you need.
@vivid isle @forest girder Please test to see if this fixes it 🙏 Also if you have any suggestions they would be really important to me. I am going to make a showcase video in a few days saying this is the last version unless there are fixes needed so it might be the last version people install so everything needs to be completed before then.
Worked instantly(installed instantly) connected with a mesh but currently im not ingesting any.
Tho im curious anyone can get the other textures with the mesh in blender. I never had any other texture get pulled with the mesh inside blender(only the albedo/diffuse is attached in the principled BSDF) . Im i doing something wrong or what?
Are you talking about meshes youve ingested into remix already that you want to import?
Yeah, also i see that mesh having a 4k texture(all the albedo/rough/normal are in the assets folder not in ".textures/") doesnt get that texture in blender, it gets the basic texture from the game.
Hmm I never intended users to be able to reimport already ingested textures because dds might alter the data. I think I saw a while ago that dds was lossless though. Here is what ChatGPT says.
"DDS isn’t always lossless
DDS is just a container — it can store raw uncompressed pixels (e.g., A8R8G8B8), or it can store compressed data using formats like BC1–BC7 (S3TC, block compression).
Most BC formats are lossy (BC1, BC3, BC7 are common in games). That means some pixel precision is already lost before you even convert.
If the DDS you’re starting with is already compressed, the conversion to PNG will just be a lossy → lossless step — the PNG will faithfully store the approximate colors from the DDS, not the original exact ones.
Even with uncompressed DDS, metadata and channel order can differ
DDS stores pixel data in formats like BGRA instead of RGBA, or with premultiplied alpha. When converting, the channel order and gamma handling may cause bit-level differences even if visually identical.
Some tools also apply colorspace conversions (sRGB ↔ linear), which changes pixel values slightly.
PNG is lossless but stores post-conversion pixels
PNG will store exactly the pixel values it’s given after conversion, but those values might not match the original DDS's binary pixel data due to format translation."
@ashen bloom Is DDS in Remix lossless?
My point was even if a mesh is in assets folder(with 4k textures and so on) the plugin will pull the texture thats in deps>captures>textures.
but its not a big deal. And dont apologize to no one 🙂 . You dont owe them nothing.
No, DDS is not lossless. You should only ever compress to DDS once
You should always keep your source textures and ingest new versions of your source assets to generate updated versions of your ingested assets
Just wanted to say thanks Frisser for your tireless work on this!
No problem ❤️ I hope your mods will look more complex and are easier to create than ever!
Please help spread the word or tell me if something is holding someone back from adopting so I can improve it because I truly believe everyone will have a better time modding by using this and therefore a lot more mods will be created!
I'm excited for the tutorial!
I know how to do a few things but I def feel like I'm not utilizing it to the best I can
Oh I wasnt planning a tutorial since for videos most people usual get bored quickly in videos so I wanted to rattle off as many features as possible
But I can throw in some helpful tips
And addons I am now able to use
actually it would be quite fun to see how high a production value I can make my next video. my last got 47 views which is nothing compared to yours skurty 😂
but 47 is insane for me
Actually you know what I can probably do a fill coverage of my addon
I've got the script finished off
Now just waiting for a remix bug fix then I can update the addon and release the video!!
Which bugfix specifically are you waiting on ?
Ohh right! Gonna make sure we don’t forget about this one
again, I can't understand why Blender's built-in USD import works fine, but your addon just imports assets without coordinates.
Illl take a look at it sorry
And dependency didnt work the first time aaaargh I hate this
and a crash when importing captures brilliant
Did you use import usd captures or did you select multiple objects?
import usd
Can you try testing blender 4.4.3 please?
Why?
how are you chatting to me and downloaded blender 4.5 😂
I'll upload the installer to gdrive
portable version, please
same
I have no clue why that might be as i cant replicate it. Can you share your usd's with me please?
@vivid isle @forest girder Do you get this same issue?
No pressure right 😂
Yup that is strange give me a few hours
I just gave the information that it works.
I know I was kidding dw
~~nop, seems to work fine for me. ~~It may be to do with the Y-up or bake coords settings in remix runtime when taking capture?
i know i struggled slightly with Remix Toolkit for Blender, in that one things were in the wrong orientation, otherwise seemed to work OK
oh wait on, sometimes I believe with BlenderToRemix, certain "items" like ammo boxes are all at 0,0,0
With the game I use, all of the level geometry pieces have their origins already at 0,0,0 so i guess if there was an "everything at 0,0,0" bug i wouldnt notice it,
But yes, all of the "Items", which do not have their origins at 0,0,0 when imported with BlenderToRemix, are presumably incorrectly placed at 0,0,0 in blender.
maybe we should try a capture with that bake positions setting or whatever it is called when taking a capture
I think I know the cause
I was removing heirarchies because I hated those lines that connected the mesh to 0,0,0
What do you mean?
Did it delete the camera that you had before the import?
Whoops need another bug fix. stupid AI forgot to include a call when I asked 5 times if it omitted anything
blender usd importer and another remix usd plugin can add a camera object
Why do you need imported cameras?

I'm confused too
Took out flip normals on import and instead made it flip normals on export. this is to make every mesh consistently blue in blender as if you create meshes, they are default blue. Took out mirror on import because if you make decals, the signs would be backwards upon exporting, or the rest of your meshes would be backwards if you enabled flip normals on export in order to fix the sign issue. now you just have mirror on export.
improved detection of dependencies when using multiple blender or bforartists versions or reinstalling the addon
and fixed a shit ton about import usd captures
actually wait regression fuuuck
dont dowload. gtg
Github working again
https://github.com/Ekozmaster/rtx-remix-toolkit-api-blender-connector/releases/tag/2.31
stupid import scale is not linked to import usd captures
Sorry for all these small fixes
Oh I forgot to say we remove those long heirarchies which make it hard to navigate between meshes in the outliner. now each mesh has one parent
we already did this in import usd captures but i thought i might as well add it to import from remix
and we apply location and rotation so we dont get those stupid connecting lines which clutter the ui
DO NOT USE IF YOU DO NOT USE BFORARTISTS 4.5.1
I can’t think of any other fixes needed or any improvements other than the one after the remix bug fix. So please download and give it a go 🙏
testing shortly, please stand by!
Have you had a chance to test yet?
so far so good 🙂
When you import a mesh, can you look at the face orientation and tell me if its blue please?
@ashen bloom Hey I know you're busy but have you had a chance to look at this? 🥺
It’s my next task! Just helping out on something else then getting on it
Just publish an MR to fix this, should be in tomorrow
Awesome thank you!!
Let me know if you have more issues !
There is an issue where using a selection box will not working and stop you from selecting anything in viewport until you restart the toolkit. I don’t know if anyone saw my comment about it https://github.com/NVIDIAGameWorks/rtx-remix/issues/888#issuecomment-3186365055
Contact Details (Optional) [email protected] Describe the bug When im in the viewport and selecting different assets, sometimes it works fine, but randomly it will stop selecting and there is no...
#general-remix message
This may be a separate bug as I never go into the ingestion tab
There may be more than 1 way to get this to happen but it seems related to some degree
Improved batch normal flip to handle any amount of meshes, also made a new button that flips normals for the selected meshes
The current code bakes over 10x the amount of textures that need to be baked so I am fixing that
Also it just takes forever
i have been using blenderToRemix over the last weeks, have not bumped into any obvious issues - i am not intentionally stress testing it at the moment though 😛
Yeah the issues only appear when using high amounts of materials which the addon can’t handle. I did a lot of testing for my material manager addon and I can’t find a way to efficiently process hundreds of materials without either filled storage space, incredibly high memory or cpu or lots of I/O processing.
But I can fix this for standard materials that don’t need baking
New toggle if you are using seamless textures, you only need to bake one time. Also improved texture recovery
Matt are you in here 24/7?
Lmao
Nah I was looking at another channel and saw this update and knew what I had to do lol, I've been keeping up with this for a while though really good work 👍
Height map didnt work, got to check that
But that is an example of a geo node and a stamp
pretty awesome update so far!
Had to rewrite tons of functions for that small little change 😂
I will do that explanation video now
Udims broke
Fixed that but I accidently reverted my task system to the basic version aaaaargh
But now you can have decals ontop of UDIMs
By the end this code is going to be even more of an absolute machine!!!
Frisser you legend, thank you!
Still needs some testing
Ok that one is a bit raw
I have never been more confused
I was chasing ghost problems
Spent the last 7 hours doing that
Actually it wasnt a ghost problem lol I'm so confused
But I am so close to a fix for all these issues
Actually maybe no changes are needed 🤔
Please test
Ohhh I remember. I'm losing it lol
I forgot 2 texture types
We've reached over 7000 lines, excluding blank lines, but I bet some are duplicated functions or dead code
Video time
Turns out after removing the dead code there is 5082 lines of actual code, excluding comments as well
Alpha maps arent combining with albedos for simple textures
Fixed but for some reason the colour changes when I click mirror on export
Uggggh ill never be free of bugs
Note for self, additional uv mirror step may be in baking decal logic
I'm absolutely stumped for the material looking different when using mirror on export
If anyone is good at coding please message me! 🙏
Or maybe its just my specific material which has issues idk
What seems to be the problem with latest version
I'll try tomorrow since I haven't updated in a long time
My leaf looks normal when not using mirror on export. However with mirror on export it looks dried out. The textures are reused using a cache so they haven't changed. Must be some mesh data like normals but I've tried every configuration and I can't get it to work
Hmm when rotation it 180 degrees in remix it looks normal again
must be a normal issue but I don't know enough to solve it
Ok so this problem also occurs when just exporting from blender and not using my addon so its not a problem with the addon, would be nice to fix it for others but I can't figure out how. Anyway the addon is safe which is my priority. If you know the problem though Happy I would love to try to fix it
I've refactored the import captures button. At first, for 30 captures, it took minutes then crashed blender, then it took minutes, then 40 seconds, now 2.89 seconds
Took about 20 crashes along the way
In a seperate script which made it easier to develop. now i just got to add it back
I'm so confused I can't replicate this
The leaf thing?
No sorry, the time it takes to import multiple captures. I got it down to 8 seconds which seems to be the absolute limit that python will allow. it processes 11,000 meshes by using parellisation, extracting the mesh data, then transferring it all in a single operation, then link all objects to the scene in a single batch.
we dont import each usd file, we just analyze it
I don't know why but import from remix didnt import uv's so I had to fix that. I swear it wasn't always like that? Anyway its now foolproof
Every feature is up to the highest standard imo. Nothing needs to be done now
Ill fully bug tesst tomorrow
Please please try to test it and let me know how it is, any complaints you may have
@ashen bloom Do you think I could be included in a blog post for remix please? I’ve spent probably over 1000 hours on making this the most user friendly powerful and helpful addon I could make it. Blender is an incredibly popular software and I hope I’ve been extremely useful. It’s far more efficient to import and export and allows procedural materials to be baked automatically to fully utilise blender as much as possible.
@cold tiger
I'm recording the video right now to present its feature but I'm on two hours sleep 😂
For some reason the scaling logic is slowing down the bakes
Hey Frisser, this request came a little late to make it into the current blog post. In principle we aren't against spotlighting community updates. You may have missed the boat for this blog post, but perhaps our next release we can consider mentioning it.
If anyone is interested in the details...
The Export System
We use a dynamic worker parallel processing system with a state machine. Workers are background instances of blender that are persistent in terms of the fact they process multiple materials by opening self contained blend files which contain only the necessary material and mesh. This is so memory is not accumulated over time as we robustly wipe the environment clean every time. Each blender worker has a standard input and output. We use this to send json meshes containing tasks or results through dedicated communication threads which is non-blocking for the rest of the application. We can dynamically scale reactively by monitoring your cpu and ram on your system using psutil. We've got a deadzone of 10%, a low threshold is 85% and high is 95%. 2 workers are launched initially. Once both tasks are completed, we can scale up. New tasks are fed immediately after each inital task is finished though. If both ram and cpu are under the low threshold, we launch a new worker, If either resource is in that deadzone, we dont launch a new worker. 1 worker is always guaranteed to be running so the bake doesn't stop. If we scale down, we let the bake finish but dont give it anymore tasks. This means we dont have to have the cost of launching another blender instance if we need to scale up again. We have a cooldown after a decision has been made to give it time for the change to settle in before making another decision.
.
The Import System
Its a high performance parellel import engine. We created a seperate file that can be run my multiple python processes through multiprocessing.Pool to be executed in parellel. This will scan every file chosen for import by using the pxr library to open the usd, and then numpy for handling data efficiently. We traverse the prims, filtering out any prim which is not renderable or visible. We extract the verts, face vertex indices, face vertex counts, uv coordinates and material path. Then we compute the final world transformation matrix to ensure there are no rotated imports. We hash the mesh to deduplicate so we dont import multiple of the same mesh. I tried using the prim path but this did not work for some reason. We then look at all the dictionaries of the data we collected, iterate through hashes to build a list of final meshes to import. After we then use new_mesh.vertices.add(count) to pre-allocate all the memory for vertices, loops, and polygons at once. Then new_mesh.vertices.foreach_set("co", data['verts_co'].ravel()) will take a numpy array of data and copy it directly into Blender's internal mesh data structures in a highly optimized C-level operation which is much faster than python which the addon is coded in. We setup all materials and use another foreach_set operation to load uv's. This system is highly resistant to corrupt data which will crash blender, and it ensures uv's and materials are loaded every single time.
There is tons more magic which I omitted for brevity, that allows these systems to functions, but I hope this was interesting to you.
Damn, bro almost recreated Kubernetes autoscaling. Massive respect 
hey Frisser!
Not sure if I did something wrong, but with the latest release the UV's seem to be mirrored on the Y axis on import:
Thanks for telling me! I’ll fix it rn
Can you send me the usd file please?
There was an issue with Kofi for someone so if you also run into that issue if you do decide to tip, please message me 🙏
Hey Friss! been using, seems pretty decent, not super obvious issues so far.
I was wondering though, If i select 2 meshes in the toolkit, and then those same 2 meshes in blender, and ingest to remix through the addon, is there a way to make it so that each mesh is anchored to their respective mesh in remix?
ofc can just do it with a script, otherwise!
oh also, not that it really matters, very rare case probably
but cant import meshes which do not have uvs
2025-09-22 20:16:21,125 - ERROR - Unexpected error during Remix USD import: object of type 'NoneType' has no len()
Traceback (most recent call last):
File ........\Blender\4.5\scripts\addons\RemixIngestor\__init__.py", line 2317, in execute
elif data['uv_interpolation'] == 'vertex' and len(data['uvs']) == counts['verts']:
^^^^^^^^^^^^^^^^
TypeError: object of type 'NoneType' has no len()
Sure I can code that. I’ll do it today
I’ll fix it getting stuck
@ashen bloom Is there the ability to attach or replace multiple ingested meshes to multiple different prims using the api?
You’ll have to do every mesh prim sequentially but you can replace the existing and add new references so that should be possible
Hey don't stress about this one! was just a query, I already have a script for it, was just wondering 😛
Sorry I keep forgetting. Try this and click replace stock mesh