#BlenderToRemix

1696 messages · Page 2 of 2 (latest)

orchid cove
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you wanna know how many views #⚠troubleshooting-faq⚠ has?

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like 3

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length prob won't matter given that

muted raft
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Tbf I wouldn't look there either vs just asking

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Don't ask me why, I'm victim to the same dumb psychology

orchid cove
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😠

muted raft
orchid cove
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okay. it just baaarely fits

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if you're wrong i'll ban you!

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/s of course 😛

muted raft
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You said it had 17 views before in the last month? Let's see in the next month evilpepeglasses

slender reef
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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

winged umbra
livid knot
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Hey, idk if i'm missing something but i get this error when trying to export from blender to remix

slender reef
#

I’m glad to see someone is using it. I thought the entire thing was a waste

livid knot
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I'm on 3.6

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faster workflow is all i want and this is what i needed

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not a waste at all

slender reef
livid knot
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i tried every line with collection in it

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doesn't change anything

orchid cove
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i think it's just this
collection=''
line 1433

livid knot
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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

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🤓

orchid cove
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ah lol

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well the one i sent should fix it

orchid cove
orchid cove
livid knot
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yes it fixed it

slender reef
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Awesome thanks Kim

slender reef
orchid cove
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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

slender reef
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Interesting. Is there a method on GitHub to see how many people downloaded it?

livid knot
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probably not on github itself

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but there should be a download counter somewhere on internet

livid knot
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I love this thing

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it's so much faster

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with remix being laggy af i don't havbe to switch tabs in it everytime

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thank you

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my 3080's finally breathing

orchid cove
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@slender reef btw i'd recommend renaming the addon, it'd help a lot

something like BlenderToRemix

slender reef
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Blender to Remix

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BlenderToRemix

orchid cove
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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

slender reef
livid knot
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Yeah it's pretty much self explanatory, you select a mesh on remix, import in blender, do your stuff, export in remix, voila

slender reef
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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

slender reef
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The latest stable builds fails to install

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And the importing doesnt work for the one before

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Fun times

slender reef
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I'm working on another project but if you can fix it it would be much appreciated

muted raft
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Uh it worked for me not long ago

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On blender 4.3 (B4A fork)

muted raft
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@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?

slender reef
spring tree
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I'm probably doing something wrong because I'm a total beginner at blender, but I got this error kit_plink I'm on blender 4.3.2, maybe too new a version?

slender reef
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Thanks for giving it a try

spring tree
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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! pepespin

slender reef
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@spring tree Did you see what you think yet?

spring tree
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(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 LaughtPepe

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p.s. you should definately do asmr videos because you have a really nice voice and your tutorial was very helpful pepekiss

slender reef
slender reef
slender reef
spring tree
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Haha I believe it! This definitely a best case scenario for learning blender lol, it's much appreciated pepespin

spring tree
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I would've NEVER gotten into blender if your addon didn't make it so easy, thank you thank you thank you peepoBlushReallyHappyDank It's easier than I thought it'd be

slender reef
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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?

spring tree
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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 xorxor I'm glad I messed with comfyui, the graphs/connecting lines is very familiar territory for me cat_happy

cold tiger
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Is this tool public yet? If so why is there no link in the OP?

spring tree
slender reef
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Would you be able to pin this please? @winged umbra

slender reef
winged umbra
slender reef
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Oh 🤦‍♂️

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Sorry

slender reef
slender reef
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Ugh thats broken

slender reef
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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.

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I am trying to update it for 1.0. That or its never worked

ashen bloom
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Woops, looks like Get Texture Material Inputs is broken! Let me take a look

ashen bloom
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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

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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

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Have a good weekend!

slender reef
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Thanks Pete!

ashen bloom
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Has been merged!

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#github-updates message

livid knot
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Do i need to update anything to have this fix ?

slender reef
livid knot
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ok thx

slender reef
# ashen bloom Have a good weekend!

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

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When overriding the texture

ashen bloom
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Yeah I’ll take a look on Monday !

ashen bloom
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Just ping me to remind me haha

slender reef
ashen bloom
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Yessir! And I’ll write tests too to make sure it stops breaking randomly!

slender reef
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Did you find why it wasn’t working?

ashen bloom
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Haven’t looked yet but I’m guessing it’s the same issue we had with the endpoint I fixed Friday

slender reef
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The endpoint in the rest api was fixed but I think it’s an issue with a different endpoint

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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?

ashen bloom
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Yeah no I meant the same shader input issue manifesting itself in a different way through another endpoint !

ashen bloom
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FYI it was the same issue and is now fixed but I’m writing tests so it should be merged soon

flat sierra
ashen bloom
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Not yet, it’ll show up when it’s merged! I’ll update you here 🙂

forest girder
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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)

slender reef
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Yes we are waiting for an update on the toolkit side. At least I think that’s the issue

ashen bloom
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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!

winged umbra
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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

forest girder
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@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)

slender reef
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Yup if you have anymore questions feel free to ask

ashen bloom
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#github-updates message

potent pilot
ashen bloom
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Great! I wanted to merge that ASAP but I'll add more tests in the next days to make sure this remains stable!

flat sierra
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Amazing, thanks for keeping us posted man, hope the rest of yalls week goes well!

potent pilot
ashen bloom
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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

potent pilot
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alright sounds good. Get some grub in ya!

This was with both PBRify's and PBRfusions workflows,tested on multiple meshes/textures..

ashen bloom
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I believe I can repro! That'll be the next focus 🙂

meager crest
ashen bloom
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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!

ashen bloom
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#github-updates message

slender reef
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Hope it helps!!

muted raft
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Have the bugs of the more recent versions of the addon been resolved? I recall there being a few odd regressions at one point

slender reef
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Yup

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All working

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This probably will be the last version unless anyone has any suggestions

slender reef
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Do you think people would mind if I put it in showcase? Lots of new people have come with the release of 1.0

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And it’s updated now

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I need to add a button to remove default materials

spring tree
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I think that's a great idea! pepespin

slender reef
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Then I can advertise this addon because they compliment each other

winged umbra
slender reef
slender reef
winged umbra
slender reef
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Np. Could you pin it here please?

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Glad you are using my addon. Always makes me happy to see it’s actually getting some use

winged umbra
winged umbra
slender reef
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Ooooh very nice

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Yes in the long term it will save you hours or days

spring tree
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Frisser's voice shyHeart

slender reef
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🇬🇧

livid knot
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i felt attacked

slender reef
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🤣 I never noticed that before

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Let me see if I can edit the video. That is actually quite painful

neat merlin
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God bless you bro!

meager lily
# neat merlin 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

livid knot
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don't use their leaves tho since it uses transparency

neat merlin
muted raft
# neat merlin 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

neat merlin
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after one replacement game says that on startup:

slender reef
neat merlin
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guys how i can fix that

livid knot
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i think you need to compile the toolkit repo on github to have the latest patches

neat merlin
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remix toolkit?

slender reef
neat merlin
slender reef
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What do you mean sorry?

spring tree
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Ahh, did the patch get implemented in the latest toolkit builds?

ashen bloom
ashen bloom
neat merlin
ashen bloom
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Make sure to clean build the toolkit: ./build.bat -x

vivid isle
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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)

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ie the ingested mesh has the same material name but no textures

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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

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If I ingest the mesh from the captures folder using remix, then add it as a new reference, it keeps the replaced textures:

slender reef
vivid isle
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no worries 😛

slender reef
vivid isle
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don't stress, i could probably modify the addon myself? not sure

slender reef
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Personally I just keep a blend file and I don’t import from remix

vivid isle
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true true

slender reef
vivid isle
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if it's easy for you, that'd be awesome, i kinda like figuring stuff out otherwise 😉

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does new addon disable tariffs?

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somewhat related-ish question, have you heard about this issue with remix where models don't have mesh normals?

slender reef
vivid isle
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lemme send ya a pic one sec

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theres a picture in there

slender reef
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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

vivid isle
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I'm using your addon to put normals into a mesh 😛

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totally intended use case!

slender reef
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I love people using it to help their project in any way

vivid isle
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your mod uses built in blender usd exporter?

slender reef
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You can probably update it to import every mesh individually and then replace it automatically

slender reef
vivid isle
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ingestcraft does the usd conversion?

slender reef
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Yes

vivid isle
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i mean mesh data is mesh data..

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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"]
            }
        }
    }
}
slender reef
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Do you want me to update the addon to replace all meshes from a usd capture in remix?

vivid isle
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that would be bloody awesome

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a bunch of people have been in contact about using this terrible python script i made to do that

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so theres def. people who want this

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to work around this issue with mesh normals for non-replaced meshes

vivid isle
vivid isle
slender reef
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Why does it suck?

vivid isle
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because it's a pain to use

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and doesn't work correctly with material references

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looks fine in game and in toolkit, but bajillions of errors are thrown

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(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)

slender reef
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ok give me a few hours

vivid isle
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probably the best option would be just for the blender addon to ingest with materials working, cos then it's probably optimal

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cos not all meshes need to be replaced

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was just a brute force thing i did

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optimally i could select a bunch of meshes in toolkit

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import to blender then straight back out aga

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again*

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so most of it already is perfect i think

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just the material thing

slender reef
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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

vivid isle
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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

slender reef
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I wouldn't know how to solve it without replacing the mesh sorry

vivid isle
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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

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which already works perfectly i think, its just that the materials aren't there

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your addon already fixes the normals issue

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and it's probably the only real option is to replace the mesh

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otherwise it would be doing surgery inside remix code i believe

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all that the blender addon needs is working materials when doing the import to blender then export/ingest straight out again

slender reef
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I mean this issue will be fixed eventually so what I would do is just wait and focus on completing your mod

vivid isle
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and i could be imagining things but i think it worked in the old version

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it's basically one of the last things left to fix in the mod though 😛

slender reef
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What worked? The old version of Remix or my addon?

vivid isle
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and the issue has been around forever and showing no signs of being addressed

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both together

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old remix toolkit that worked with the old addon and the old addon

slender reef
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Trust me I get you I waited for 7 months till my game was playable lol

vivid isle
#

is your addon open source? i know nothing about blender addons really, but it's just python isnt it?

slender reef
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Yes its open source if you credit me for the original code

vivid isle
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if I do a fix can I send it to you?

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maybe a pull or something

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oh i see it's already on github and everything!

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(derp)

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i'll take a squizz and see if i can do something about the materials thing then do a pull request?

slender reef
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So you should ping him if you feel its been forgotten about

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Maybe after 2 months

vivid isle
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squeaky wheel and alldat 😛

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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

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that reminds me i was meaning to make another issue about atmopspherics

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i think i have over 10 issues so far heheh

slender reef
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yup remix is fun

vivid isle
#

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

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could it be something to do with that

slender reef
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What are you trying to do?

vivid isle
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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
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im trying to get the blender addon to work

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(i changed append_world to False above)

slender reef
vivid isle
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didn't work, no difference at all for some reason

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got rid of all the worlds

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even the api blender tutorial addon has the same problem

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probably simpler to post process the meshes at this point

slender reef
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DeepSeek is your best chance probably

livid knot
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Hey, any idea why i'm getting this when trying to export and ingest

slender reef
livid knot
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is there a specific blender version i need to use ?

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ok it's working thx 👍

slender reef
slender reef
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@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.

ashen bloom
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That fixed ingestion

slender reef
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Oh mine is the day before lol

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IIRC

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Thank you

ashen bloom
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Then just pulling latest should solve your issue !

slender reef
#

Select your USD captures, the addon can import all their textures and will delete duplicate meshes

restive sierra
#

strangely, I tried to do a clean install of the addon and now it doesn't install at all.

restive sierra
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blender 4.2.10

slender reef
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Let me take a look

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Sorry about that. I packaged the files wrong

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@restive sierra

slender reef
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Sorry I'll check it out

slender reef
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Thanks for letting me know. Its refreshing to know someone is using it and helping me keep up to date

meager crest
restive sierra
#

I hope that in the future all rtx remix functionality will be integrated and unified in blender.

restive sierra
winged umbra
#

When I make edits using USD capture, and import that mesh in toolkit

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It spawn very far away

restive sierra
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reset the coordinates of the object to 0 0 0 and look at the axes

stable quail
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This one was imported with it working

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(blender render)

slender reef
winged umbra
#

Can you look into it?

slender reef
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Sure

winged umbra
#

And yes, a feature like this will save me time

ashen bloom
#

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

vivid isle
#

Nice work Frisser!
I think many people use this, i use it all the time!

meager crest
#

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!

slender reef
#

Awwww that makes me incredibly happy, thank you guys catthumb4sad

slender reef
#

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

slender reef
restive sierra
#

yes

slender reef
# restive sierra yes

Sorry I'm quite confused. Are you setting the origin to center of mass surface or volume? Or am I completely wrong

restive sierra
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😶

slender reef
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So you don't set the origin to center of mass. How do you fix it?

slender reef
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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

slender reef
restive sierra
#

I don't have the rtx remix app on my PC right now.

ashen bloom
#
GitHub

REMIX-4173, REMIX-4164: Add MCP Server Support to Remix Toolkit

See merge request lightspeedrtx/lightspeed-kit!914

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Sorry for the inconvenient! Let me know if you have issues or questions 😛

slender reef
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Thanks for letting me know

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What is an MCP server?

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I literally after days summoned the confidence after burnout to work on my remix project lol

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An update for my addon will be in a day or two or three

ashen bloom
ashen bloom
slender reef
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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

restive sierra
#

It looks like all objects now have zero coordinates.

But I'm importing a scene, not separate assets.

slender reef
#

My usd captures work

slender reef
#

Rotation is fixed. Not your issue unfortunately hopelessness

slender reef
slender reef
#

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.

slender reef
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I'm working on implementing functionality to handle multiple ninja captures

restive sierra
slender reef
slender reef
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Updating it to bake texture maps if needed on export

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Sorry it’s taken so long

slender reef
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Also make it work with more texture maps

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And work with udims

livid knot
#

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

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Maybe I havent updated it too idk

slender reef
# livid knot 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?

livid knot
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I'll try when I can but I've exported like 30ish models from like 10 blend files so prob not the issue

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None got height and normal ingested

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But diffuse, metallic and roughness works fine

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And I use the node wrangler plugin to apply textures on blender so should be good

slender reef
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True. Height textures are failing to ingest. I’ll check out normals too

vivid isle
#

height doesnt ingest for me either, normals ingest when put through the normals node and set as non/color

slender reef
#

Interesting

#

The new code I am working on will definite fix that then

#

Anymore issues you guys have found?

slender reef
#

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

slender reef
#

Ive generated nearly 200 versions and I think I may have accidently edited my old code multiple times so Im a bit lost

vivid isle
#

oh no 😦

slender reef
#

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

slender reef
#

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.

slender reef
#

Has anyone tested to see if normal maps and height maps work?

vivid isle
#

testing later today

slender reef
#

Thank you!

vivid isle
#

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

slender reef
slender reef
forest girder
#

Same in blender 4.3.0

slender reef
#

Any donations would be hugely appreciated so I can continue supporting my addons 🙏

slender reef
#

That is a bit saddening.

#

Anyway I'm on version 241 of a new update that supports geo nodes

slender reef
#

I dont know whether it might be a bit rough around the edges

#

Once verified I will upload to github

vivid isle
#

ahh geo node support is mad good

slender reef
#

Yup. Expands the amount of addons that will work too

slender reef
#

There are more improvements that I will highlight later

slender reef
#

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

slender reef
#

Will have a new release tonight

slender reef
#

Check out the release notes on Github

slender reef
slender reef
slender reef
slender reef
#

Wait procedral metal is broken

#

And I got to update height textures

slender reef
#

OK dont update

#

Metal and possible other texture types are not baking correctly. I cant find out why and I'm too tired

slender reef
#

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

slender reef
#

Time to implement other texture maps

slender reef
#

Critical updates needed. Nothing that is included in my other versions though

slender reef
#

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

slender reef
#

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

slender reef
#

Everytime I fix one workflow another breaks

slender reef
#

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

slender reef
#

Oh i forgot to disable some debugging

slender reef
#

Import needs to be optimised

#

Well just hooked up. It’s dead code atm. That’s probably what I was forgetting

slender reef
#

Sorry for all the small updates. I think its going to be the last one until I think or something else

slender reef
#

Uuuuuhhh this wont work if you change the mesh 🤦‍♂️

slender reef
#

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

slender reef
slender reef
#

Something is wrong with the bake

slender reef
#

I may have accidently discovered a fix to my problem

slender reef
slender reef
#

Sign is the wrong way round but you get the idea. Looking so much better than before

vivid isle
#

its a pots sign

slender reef
#

Yup what I meant to do bigbrain1

#

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

slender reef
slender reef
#

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

slender reef
#

Truly sorry, for release updates with issues

vivid isle
#

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:

slender reef
#

Are there any errors in the console?

vivid isle
#

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........

vivid isle
#

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

slender reef
#

Hold on I’m at the airport so can’t fix it for a while

slender reef
vivid isle
#

it could well be a toolkit bug maybe?

slender reef
#

Perhaps

slender reef
slender reef
#

The background workers crash on Blender 4.5 but not 4.4

forest girder
#

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.

forest girder
#

This must be what you need.

slender reef
#

@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.

forest girder
#

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?

slender reef
slender reef
forest girder
#

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.

slender reef
# forest girder Yeah, also i see that mesh having a 4k texture(all the albedo/rough/normal are i...

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?

forest girder
#

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.

ashen bloom
#

You should always keep your source textures and ingest new versions of your source assets to generate updated versions of your ingested assets

vivid isle
#

Just wanted to say thanks Frisser for your tireless work on this!

slender reef
#

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!

spring tree
#

I'm excited for the tutorial! pepespin I know how to do a few things but I def feel like I'm not utilizing it to the best I can

slender reef
#

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

slender reef
#

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!!

ashen bloom
slender reef
ashen bloom
#

Ohh right! Gonna make sure we don’t forget about this one

restive sierra
#

again, I can't understand why Blender's built-in USD import works fine, but your addon just imports assets without coordinates.

slender reef
#

Illl take a look at it sorry

slender reef
#

And dependency didnt work the first time aaaargh I hate this

#

and a crash when importing captures brilliant

slender reef
restive sierra
#

import usd

slender reef
restive sierra
#

no

slender reef
#

Why?

restive sierra
#

Yes, and discord is officially blocked too.

slender reef
#

how are you chatting to me and downloaded blender 4.5 😂

#

I'll upload the installer to gdrive

restive sierra
#

portable version, please

restive sierra
slender reef
#

I have no clue why that might be as i cant replicate it. Can you share your usd's with me please?

slender reef
slender reef
#

Yup that is strange give me a few hours

restive sierra
slender reef
#

I know I was kidding dw

vivid isle
#

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

slender reef
#

I think I know the cause

#

I was removing heirarchies because I hated those lines that connected the mesh to 0,0,0

slender reef
#

Github is not allowing me to commit 😡

restive sierra
#

but why is there still no camera object?

slender reef
#

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

restive sierra
forest girder
#

Why do you need imported cameras?

restive sierra
slender reef
#

I'm confused too

slender reef
#

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

slender reef
#

Please check that guys

slender reef
slender reef
#

stupid import scale is not linked to import usd captures

slender reef
#

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

slender reef
slender reef
#

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 🙏

vivid isle
slender reef
vivid isle
slender reef
slender reef
ashen bloom
#

It’s my next task! Just helping out on something else then getting on it

ashen bloom
#

Just publish an MR to fix this, should be in tomorrow

ashen bloom
#

#github-updates message

#

@slender reef ^^

ashen bloom
#

Let me know if you have more issues !

slender reef
# ashen bloom 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

GitHub

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...

ashen bloom
#

#general-remix message

slender reef
ashen bloom
slender reef
slender reef
#

Improved batch normal flip to handle any amount of meshes, also made a new button that flips normals for the selected meshes

slender reef
#

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

vivid isle
#

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 😛

slender reef
#

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.

slender reef
slender reef
#

New toggle if you are using seamless textures, you only need to bake one time. Also improved texture recovery

slender reef
#

Matt are you in here 24/7?

#

Lmao

meager crest
#

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 👍

slender reef
#

Height map didnt work, got to check that

#

But that is an example of a geo node and a stamp

winged umbra
#

pretty awesome update so far!

slender reef
#

Had to rewrite tons of functions for that small little change 😂

#

I will do that explanation video now

#

Udims broke

slender reef
#

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!!!

vivid isle
#

Frisser you legend, thank you!

slender reef
#

Still needs some testing

#

Ok that one is a bit raw

slender reef
#

I have never been more confused

#

I was chasing ghost problems

#

Spent the last 7 hours doing that

slender reef
#

Actually it wasnt a ghost problem lol I'm so confused

#

But I am so close to a fix for all these issues

slender reef
#

ok 2 little issues

#

but its mostly stable

slender reef
#

Actually maybe no changes are needed 🤔

#

Please test

#

Ohhh I remember. I'm losing it lol

slender reef
slender reef
#

I forgot 2 texture types

#

We've reached over 7000 lines, excluding blank lines, but I bet some are duplicated functions or dead code

slender reef
#

Video time

slender reef
slender reef
#

Alpha maps arent combining with albedos for simple textures

#

Fixed but for some reason the colour changes when I click mirror on export

slender reef
#

Uggggh ill never be free of bugs

#

Note for self, additional uv mirror step may be in baking decal logic

slender reef
#

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

winged umbra
#

What seems to be the problem with latest version

#

I'll try tomorrow since I haven't updated in a long time

slender reef
# winged umbra What seems to be the problem with latest version

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

slender reef
#

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

slender reef
#

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

vivid isle
#

The leaf thing?

slender reef
# vivid isle 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

slender reef
#

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

slender reef
#

Ill fully bug tesst tomorrow

slender reef
#

Please please try to test it and let me know how it is, any complaints you may have

slender reef
#

@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.

slender reef
#

I'm recording the video right now to present its feature but I'm on two hours sleep 😂

slender reef
#

#showcase message

#

My video

slender reef
#

For some reason the scaling logic is slowing down the bakes

cold tiger
#

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.

slender reef
#

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.

meager lily
#

Damn, bro almost recreated Kubernetes autoscaling. Massive respect blob_green_heart

vivid isle
#

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:

slender reef
slender reef
#

Can you send me the usd file please?

slender reef
slender reef
#

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 🙏

vivid isle
#

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!

vivid isle
#

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()
slender reef
slender reef
slender reef
#

@ashen bloom Is there the ability to attach or replace multiple ingested meshes to multiple different prims using the api?

ashen bloom
#

You’ll have to do every mesh prim sequentially but you can replace the existing and add new references so that should be possible

vivid isle
slender reef