#Remix Toolkit for Blender

793 messages · Page 1 of 1 (latest)

orchid remnant
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Repo Link: https://github.com/sambow23/blender-remix
A Blender addon that let's you import and export RTX Remix compatible assets.

Requirements

  • A system running Windows (or use Wine on Linux)
  • Blender 4.0.2 or higher
  • texconv from DirectXTex (only if using the git method)

Installation

Release

  1. Download the latest release
  2. Install the addon in Blender:
    • Go to Edit > Preferences > Add-ons
    • Click Install... and select the rtx_remix_importer.zip
    • Enable the Remix Toolkit for Blender addon

Git Repo

  1. Clone this repository
  2. Place texconv.exe in rtx_remix_importer/texconv/ (make the texconv folder)
  3. Install the addon in Blender:
    • Go to Edit > Preferences > Add-ons
    • Click Install... and select the rtx_remix_importer folder
    • Enable the Remix Toolkit for Blender addon

Usage

Import Captures

  • Use the RTX Remix panel in the 3D viewport sidebar (N-key)
  • Select your game's capture folder under Captures > Capture Folder
  • Import individual capture USD files or batch import multiple using the checkboxes on the left side of the capture name

Asset Exports and Management

Mod Management

  • Under RTX Remix Project > Remix Mod File, select an existing mod.usda or create a new one

Sublayers

  • Under RTX Remix Project > Sublayers, select existing sublayer or create a new one

Meshes and Lights

  1. Under RTX Remix Project > Remix Anchor Target. Select an anchor asset using the dropper icon (this would be an object in the game that has a stable hash)
  2. Import/create meshes and/or lights and place them anywhere in the capture
  3. Select the assets you're going to export, then press Export selected under RTX Remix Project > Mesh & Light Exports

Materials

  1. Select a mesh you're going to replace the material with, then open the Shader Editor
    • By default, RTX Remix materials will use the Aperture Opaque material, but this can be replaced with Principled BSDF if needed.
  2. If you want to use Aperture Opaque/Translucent, select Create Aperture Opaque/Translucent under RTX Remix on the sidebar inside the Shader Editor
  3. Connect material inputs/outputs as usual.
  4. When you're finished, press Export selected under RTX Remix Project > Material Exports

Known Issues

  • Non-anchor mesh replacements are considered experimental and will have issues
  • Albedo textures with an Alpha channel may not import/export correctly
  • Some or all .dds textures are purple
    • Happens with invalid .dds texture formats, use Captures > Fix Broken Textures to fix it
  • The Aperture Opaque node group is not hooked up completely, there are some missing features (animation, iridescence, flags, etc)
  • Skinned mesh exporting is not supported yet
  • Loading changes from a project's mod.usda can result in undefined behavior. This is being worked on.

Credits

  • Uncle Burrito for the Aperture Opaque node group
harsh wave
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Peak

orchid remnant
harsh wave
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Soon™

shrewd cobalt
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Holy cooking

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Just needs some more polish and I would be on that shit so fast (texture exporting sounds like suffering)

orchid remnant
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its not that bad unless you're queuing like 700 textures

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doing single models takes like 5 seconds lol

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also where does it need polishing? I'm always looking for feedback

shrewd cobalt
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That's fine in the context of like frissure's addon since it's designed to do one thing at a time. But if you use it as a toolkit replacement won't you inevitably run into queue times like that

shrewd cobalt
orchid remnant
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i guess it depends on the workflow. I havent ran into it too often unless im re-exporting an entire capture back to a game lol

orchid remnant
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one se

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it does pull it, i just deleted it in that example screenshot

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i dont have a way to map it to a blender world background just yet, so its just a cube

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but this way, you can actually replace the skybox textures themselves

orchid remnant
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yeah but it would be easier to import a dome or sphere since you wont have to fold/wrap the texture so its split into 6 different parts

shrewd cobalt
orchid remnant
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the raw capture just has it as one big cube

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with seperated sides

shrewd cobalt
orchid remnant
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i mean thats really a per game issue, with source at least, i can spawn in a huge sphere and it will be in front of the original skybox

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thats what the HDRI addon does, havent seen any issues

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doesnt need to be marked as sky either

shrewd cobalt
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HDRi addon?

orchid remnant
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bigass sphere with a HDRI attached as a emissive

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i believe @stone grail tried this in a wolfenstein game?

shrewd cobalt
orchid remnant
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nope

shrewd cobalt
shrewd cobalt
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This is so poggers

stone grail
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it wont show up in the addon directory

orchid remnant
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are you using blender 4.0.2?

stone grail
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yeah

orchid remnant
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maybe a permission issue? so it doesnt show up here?

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you could try manually moving it to addons and then restarting blender and enable it

stone grail
orchid remnant
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rip none of the textures loaded 😦

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afaik its a blender issue not being able to load the .dds itself when its pink like that

stone grail
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dang

orchid remnant
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try another capture, it doesnt happen with every texture

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hopefully i can get the addon updated to 4.4 and hopefully dds support will be improved

orchid remnant
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guh

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does the material preview look correct at all?

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also send the captures to me

stone grail
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that is the material preview

orchid remnant
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ah i meant this

stone grail
stone grail
orchid remnant
stone grail
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oh ok yeah sorry

stone grail
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all textures have this

orchid remnant
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yea its failing to load the texture itself

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try dragging a random .dds from the captures/textures folder into your shader editor

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and see if the texture works then

stone grail
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nope

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still pink

orchid remnant
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yea rip

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ill see what I can do

stone grail
orchid remnant
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if you can convert the .dds to png, that would work as a workaround

orchid remnant
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yea it sucks

stone grail
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atp its technically just easier to use the toolkit unfortunetally

orchid remnant
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yea lol

stone grail
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why does the older script work tho and not this

orchid remnant
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i was gonna ask lol, the import process shouldn't have changed that much but ill look into it

orchid remnant
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i think there is something wrong with the captures themselves

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the .dds files themselves load fine for me in photoshop but blender refuses to load them

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it might be worth nuking your captures folder and re-capture

stone grail
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Alright I'll try in a second

orchid remnant
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it also looks like blender still doesnt officially support .dds in newer versions, so I might have to introduce some sort of conversion step when importing

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it would fix the texture issues entirely but I dont like the idea of constantly converting stuff

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from what it looks like, this game uses a weird DDS compression format ARGB_8888, and that might be why blender is refusing to load it

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where source engine (the games I have been testing with this addon) are BC7

stone grail
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Breh

orchid remnant
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i would think remix would use the same format for all games

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which wolfenstein game are these captures from?

stone grail
orchid remnant
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so i bought rtcw and made my own capture

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😦 same issue

stone grail
orchid remnant
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i believe saintMath made the engine changes right?

stone grail
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Yeah

orchid remnant
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any chance of them getting the game to present the textures in a different format?

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realistically ill just add a conversion feature for .dds textures that dont import correctly

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so dont actually worry about it lol

stone grail
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Its all ran through .tga and .shader files

orchid remnant
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it also looks like it uses jpeg straight up lol

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ok the rgba8888 makes sense now lmao

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its literally jpegs being piped straight into d3d, yea its a bit cursed

stone grail
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Ah

orchid remnant
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@stone grail

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🙂

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new button

stone grail
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yipee

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lemme know when you add it to the git

orchid remnant
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just did

stone grail
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nice

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how do i capture the skybox

orchid remnant
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idk i think that varies on the game, skyboxes show up fine with source games at least

stone grail
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ah

orchid remnant
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does the skybox show for RTCW on the official toolkit?

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i think i found it in the capture lol

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this tiny island beside the main map

stone grail
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yep

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thats the sky

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not the 2d one tho js the 3d

orchid remnant
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i wonder how RTCW renders the 2d sky

stone grail
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i dont know tbh

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is there nishita sky support or no innocent

orchid remnant
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nah i havent added support for anything like that yet

stone grail
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ah ok

orchid remnant
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i should probaby push a release so i dont have to keep telling people to download the latest git commit lol

stone grail
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another weird bug but its wtv

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embed failed

orchid remnant
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wtv?

stone grail
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whwatever

orchid remnant
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guh

stone grail
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cycles vs eevee

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like i said it doesnt matter in the end

orchid remnant
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looks like its just a cycles bug, i got it too. reconnecting the texture fixes it for some reason?

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oh i think its the lightmap texture lol

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at least in my capture

stone grail
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ooh

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the genius game devs requiring fucking lightmaps for their mixed terrain textures

orchid remnant
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updated install instructions, got one for git and also release

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release includes texconv

stone grail
orchid remnant
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what am i looking at

stone grail
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sorry o forgor to explain i guess, is there anything i need to convert the cube to or do i need to add a texture for it to show up? i set up an anchor mesh for it and exported the mesh but no good

orchid remnant
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you can export without textures, if its not showing up, it could be down to an issue with the hash stability of the anchor object

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ill see if i can spawn something on RTCW on my end

stone grail
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alright

orchid remnant
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also can i have ur rtx.conf lol

stone grail
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are your hashes unstable

orchid remnant
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nope

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just have a lot of unmarked textures

stone grail
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ok

orchid remnant
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yeah not even lights show up for me

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i cant find it in the debug view either

stone grail
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wdym

orchid remnant
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like placed lights in blender

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you can find where they're located using the debug light view in remix runtime

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do placing lights and stuff work in the official toolkit?

stone grail
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yeah

orchid remnant
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i wish noclip worked in this game, my brain is telling me its a coordinate issue

stone grail
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/noclip

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/bind v noclip

orchid remnant
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ok so its just like source but i just needed a /

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😭

stone grail
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yeah

orchid remnant
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got it working

stone grail
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huh weird

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what did you use as the anchor mesh

orchid remnant
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i didnt change anything, its the same issue i had in portal 2 initially

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turn this on and recapture

stone grail
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ok

orchid remnant
stone grail
orchid remnant
muted blaze
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working on linux through wine ootb

orchid remnant
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sweet

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finally, multithreaded texconv

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(my pc is dying)

harsh wave
muted blaze
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doesn't work

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only works with windows blender

harsh wave
muted blaze
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the addon

harsh wave
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Ah

muted blaze
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@orchid remnant

orchid remnant
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are you trying to do a material replacement?

muted blaze
# harsh wave Ah

actually i didn't test trying to install it manually on the linux version

orchid remnant
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you'll be able to import stuff, just not export

orchid remnant
muted blaze
orchid remnant
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i was talking about using the native linux blender without wine

muted blaze
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ahh ok i see

orchid remnant
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looks like its working for me now

muted blaze
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alright

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you should probably remove texconv from the readme since it's included now right?

orchid remnant
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no because its not included in the repo

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it also mentions its only needed if you're using the git ver

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the releases include it for normal users

muted blaze
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ah it's only in the release

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got it

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ok exported fine i'll just test ingame then i'll go to sleep cause it's midnight

orchid remnant
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yea im also fuckin ded

muted blaze
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yup it didn't work bleh i need to go tomorrow i'll try again

orchid remnant
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guh

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well whenever you wake up, send your blend file and game details like map, prop, etc

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@fallen spade ty for the donation 🙏

orchid remnant
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the beauty of loading multiple captures 🤤

stone grail
orchid remnant
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nah you would need to mod gmod (or rtcw if going reverse) to somehow load simplifed collision data from the remix meshes

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theoretically possible but i dont think its been done before

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im also out of bounds in that video so i cant move when not noclipping (also why my flashlight doesnt work)

stone grail
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Id simply just export it using blender source tools tee bee aech

orchid remnant
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ye you could do it that way

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anyway i 💤

stone grail
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Same

cloud hazel
lean quarry
cloud hazel
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😶

lean quarry
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Ahh got it, thanks!

fallen spade
fallen spade
orchid remnant
orchid remnant
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fixed it

cloud hazel
orchid remnant
# cloud hazel 🧐

i was using a llm to help me fix the texture export speed issues and it wrote a test file, im pretty sure I already removed it

lean quarry
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Would it to possible to add an HDRI skydome over a scene?

orchid remnant
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Yeah you should be able to do that as long as your game has stable hashes

lean quarry
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so erm, if I was tooooooo add a reference to something, say like an hdri, would I select the mesh and den press the hdri and press add parent? bigShy

orchid remnant
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You'd first select a mesh as a Remix Anchor Target that can be used as an achor.
Then you can select any other object/mesh and press export and it will automatically add that exported object as a reference to the anchor mesh in the mod.usda.

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so for an HDRI, you'd need to make a sphere with an HDRI texture attached as an emissive

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you can use the sphere mesh I made for the gmod HDRI mod if you want, the mod.usda is also a good reference on what the values should be for remix

orchid remnant
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you can totally replace props, i just havent added the reference none flag yet

stone grail
orchid remnant
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gmod has stable model hashes other than skinned meshes

stone grail
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I see

jovial wharf
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Hi
First of all -- let me grandly thank you and your hard work for moving all the functionality from rtx-toolkit to blender, because... I didn't liked original toolkit at all =)))

And here's a question... Not sure why, but after exporting textures to mod -- it is not working... I see the textures are there, but in game while toggling "enable enhanced assets" updated meshes (with updated textures) just blinks and loads default textures.... Any ideas what am I doing wrong?

jovial wharf
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Also to mention -- exported textures probably broken? My totalcmd can preview dds textures from capture, but cant preview exported.....

orchid remnant
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what file type is the replacement texture

jovial wharf
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it's TGA

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used material from blenderkit

orchid remnant
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mind sending the textures? I've only tested png and jpeg and those export fine

jovial wharf
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just a moment...

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hmmm.... not sure this is because of tga. Used one with jpegs -- same issue... Another thought -- those materials are "packed", probably this is the issue? I'll try to unpack material with jpegs and export once again

orchid remnant
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the normal seems to export fine so far?

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ill try it with the principled bsdf node too

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yep this seems to work as well

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I'm also able to open the exported texture in something like paint.net

jovial wharf
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this was the initial file. Now I'll send you the one "before" and "after"

orchid remnant
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i'm able to open your exported .dds as well

jovial wharf
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strange....

orchid remnant
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Maybe walk through your process? you're using those .tga/jpeg files, which are getting exported and end up looking like this in the mod directory and usda right?

lean quarry
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ar narr help, i can't scroll down the list of captures kit_plink

orchid remnant
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good lawd

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ill fix

orchid remnant
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much better

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also refactored the panels because having all of the panels being in one file was a stupid idea to begin with

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you can also click the little arrow at the bottom to filter your captures

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Capture previews anyone?

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😈

orchid remnant
orchid remnant
orchid remnant
stone grail
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Will these work with rtx remix blender????????.

harsh wave
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Just bake the final output

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Looks like some recreation of an old shader

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A lot of the inputs could be removed th

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The normal maps are also mixed wrong

stone grail
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True

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Its just fuckin around

harsh wave
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It's pretty simple

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Just a lot of masks and mixing

stone grail
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Simple tasks for simple beings

harsh wave
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Also no fucking clue why it's mixing shaders together.

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Like that's just

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No

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Mix the colors and put them into a single shader

stone grail
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Uncle

harsh wave
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But for whatever reason it's mixing multiple shaders

stone grail
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These server no function

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Serve*

harsh wave
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hm

stone grail
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Chill on the nitpicking of it lol I said it for the bit to scare cr

orchid remnant
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i mean burrito is right, it bakes the final output Clueless

stone grail
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Lol

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Unbakes your output

orchid remnant
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NOOOOOO

harsh wave
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I mean the whole shader is just r word

stone grail
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Lmao

orchid remnant
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preliminary aperture translucent support added

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finally got around to do doing it because i needed to do some water for p2rtx

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i havent gotten thin-walled to output anything visually in blender but it appears to work

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hopefully next is blender 4.4 support

harsh wave
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Good job.

orchid remnant
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hello blender 4.4.3

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why does the skybox kinda work in shaded view lmao

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eevee has RT now? exiled

harsh wave
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Aka ssr

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And ssgi

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And ssao

orchid remnant
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it looks quite close to the cpu cycles result

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which is nice

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cycles is still unusable on my RX 9070 because amd hasnt released any rocm support natively on windows yet 😭

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also it looks like they raised the light limit? normally i cant render all captured lights on gm_construct

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ofc blender had to change how alpha works 😩

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anything with a alpha map is basically transparent in 4.1+

lean quarry
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Oh shit it works on the latest blender? 👀

harsh wave
orchid remnant
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ye but its slow as crap

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its using HIP rather than rocm

orchid remnant
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looks like to replicate remix alpha i need to have this node setup?

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idk it looks close enough

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@harsh wave ur a blender god, what do u think

harsh wave
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What the fuck

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That's not

orchid remnant
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well do u wanna see when we just throw the alpha straight into opacity?

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objects just become transparent on 4.1+

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😦

harsh wave
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ughhhhhhhhh

orchid remnant
harsh wave
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I wanted to cill and just play gaaaaaaames

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fine

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what the fuck are you doing

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the color is the color

orchid remnant
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trying to get alpha working correctly

harsh wave
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the alpha is the alpha

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you don't multiply them

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You don't add them

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You don't do anything with them

orchid remnant
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all the blending options im used to are gone so uhh yea 🙂

harsh wave
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hold obn

orchid remnant
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its weird because some assets like vegetation look FAR better with normal color/opacity in 4.1+

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so idk if the .dds is just passing weird opacity info that blender doesnt like

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so i think some node work might be needed for assets that break

harsh wave
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That's all

orchid remnant
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so just cope with broken assets?

harsh wave
#

wdym

orchid remnant
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this wall's alpha map makes it transparent in 4.1+

harsh wave
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uhhhhhhhhhhh

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That's weird

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Can you post the packed blend file

orchid remnant
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ye

harsh wave
#

m

orchid remnant
# harsh wave m

i have concluded that valve just uses weird alpha maps sometimes, the new alpha rendering in blender 4.2+ is peak overall

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i tried messing with it more this morning and its not a widespread issue

harsh wave
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You can try setting the alpha type to (channel packed)

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See if that does anything

orchid remnant
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guh where is that located

harsh wave
orchid remnant
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ye no visible difference for all of them

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ok i think i have figured out the real issue, i have been connecting every single imported asset with opacity connected, even if a material doesnt have an alpha channel

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which is why stuff is turning invisible 💀

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i guess it wasnt noticable in blender 4.0.2

orchid remnant
rocky topaz
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oh, btw, is the blender addon for rtx currently functional? been having some complications with making the game load the stuff, a tutorial would be neat

(copied frmo the gmod thread)

orchid remnant
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bruh

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yes

rocky topaz
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then i dont know how to use it properly, i loaded the two captures i made, went to an object in the map, changed the metallic and roughness, then while having the object selected i exported the materials.

then i copypasted the mod.usda into rtxremix/mods/(name of the mod). but it didn't even try to load it.

i tried changing another mod's .usda with the one blender made, but it got stuck on "loading USD"

orchid remnant
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its ideal to create/edit the mod.usda while its already in the rtx-remix/mods/(modname) folder

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I should probably make like a simple video guide or something

rocky topaz
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i wonder if it'd be possible to change the alpha thingy, im not sure what it's called, but sometimes some objects in gmod maps come off with weird transparency (kinda like if it mistook emission with the transparency) in the toolkit. being able to fix that up might be cool

orchid remnant
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whoops i think i messed up the audio export in davinci

rocky topaz
orchid remnant
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i dont think there is any easy way for me to automate that since this is meant for remix in general

rocky topaz
orchid remnant
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there is an alpha/opacity input for the aperture node

rocky topaz
orchid remnant
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testing mostly, i think there might be a few more bugs not mentioned in the github readme

orchid remnant
#

since i've been using linux as my main os for a few days, I decided to create a blender extension of the addon that addresses a lot of issues with the python-based one.

  1. proper instancing support
    multiple instances now share the same mesh, so these can be replaced properly now
  2. textures get converted to .png on import (avoiding .dds texture issues completely)
  3. meshes that re-use the same material use a single one (the python one would remake it for each mesh)
  4. all texture conversions are handled in native code, we still use texconv.exe but it will automatically use wine if it detects a linux system

(its extremely fast as seen in the video, captures get imported instantly)

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i plan to merge this with the original python-based addon soon, but I'm going to add a few more things before I do

orchid remnant
harsh wave
orchid remnant
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like loading already replaced assets from a mod.usda file?

orchid remnant
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nope, this is what im trying to fix

harsh wave
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Ah

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How will

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Wait nvm

orchid remnant
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what works is if your entire project is made in the blender-toolkit, any replacement made in blender show up obviously

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but we want the blender toolkit to be interoptable with the remix toolkit (and vise versa)

harsh wave
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Yes

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You should be able to just read the assets from the mod and its layers

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Slap them on top

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Done

orchid remnant
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ye using a native extension will make this easy, doing it in the python-only addon would be a pain

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the goal is to make the changes live

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so we can get rid of one-time exports

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so if you mess up a light, you can undo it instead of removing the replacement in the mod.usda text file lol

harsh wave
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Right right

muted blaze
#

a

stark gate
#

Hmmm, captures from Hidden and Dangerous 2 are all... squidgy

stark gate
orchid remnant
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what tha

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do they look like this in the toolkit?

stark gate
# orchid remnant what tha

In the toolbox it's fine, when I import to Blender it isn't . Here's the same scene in Remix, also imports fine to USD composer

orchid remnant
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do you mind sending over your captures folder?

stark gate
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Sure bro

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Just zip it up and google drive it with a few examples?

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They're thankfully small

orchid remnant
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yea thats good

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oh its just the usd files, can u send like the whole captures folder if possible?

stark gate
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Ah righto

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That's... gonna be 6 odd gig

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I've got a tonne of 4k textures in there

orchid remnant
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the original game has 4k textures?

stark gate
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No no no, the original game had 64x64 and a max 256x256. Some of the USDs I've already replaced with 4k textures

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Maybe I'll try making a copy and reducing it with all the new ones gone

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Found the file with all the HD textures, I'll try and compress the rest into one folder

orchid remnant
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the captures folder shouldnt have those textures

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it will only contain the originals from the initial capture

stark gate
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That's what's in it

orchid remnant
#

right, but your 4K textures wouldnt be in there

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or shouldnt at least

stark gate
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They're in the Materials folder

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So I can just omit that

orchid remnant
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🫠

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i would make those changes in the actual mod folder and not the captures folder

stark gate
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Here it is with the 4k textures linked to the materials file, for some reason the sky is messed up now though

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Normals will be tweaked

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Compressing it now without the extras

#

Since I opened it with the USD composer, it appears to have replaced the orignal sky with a default HDR sphere...

#

Kind of hilarious

#

Uploading the capture now

stark gate
#

I'm an idiot, I bumped the lights option

stark gate
#

It seems the only way I can get models imported/exported is to go through USD composer and export as FBX

harsh wave
#

@orchid remnant I summon ye

orchid remnant
#

im already here

harsh wave
#

Okay so

orchid remnant
#

so

harsh wave
#

Can I add them without the addon ingesting them again?

#

And will they show up in the viewport?

orchid remnant
#

you'd have to manually add them in blender, so not ingest, but just locate them

#

also cant guarantee blender will render them correctly, its dds support sucks

#

its better you use the original file format in blender

harsh wave
#

hm

harsh wave
orchid remnant
#

yea

#

you can add and select sub layers after you make the main mod

orchid remnant
#

so what made you quit lmao

harsh wave
orchid remnant
#

can you be more specific

harsh wave
#

Getting to it

orchid remnant
#

guh

harsh wave
#

I need a hierarchy view of all the sublayers

#

And I want to be able to ontrol which sublayers go in which folders

#

I don't want everything to be bunched up in the base folder

orchid remnant
#

does the toolkit even do the latter?

#

i can add both of these tho for sure

harsh wave
#

Well, yeah, I can see a tree view of all the sublayers. And when creating a new layer, it asks me which folder to put it inside

#

That and the fact that I have textures already ingested so I'll use the toolkit to reassign everything and maybe then move to blender to texture the weapons that haven't been ingested yet.

orchid remnant
#

yeah the blender toolkit in its current state is best at handling projects created within it

harsh wave
#

mhm.

#

Also how do I even load a capture or connect it to a rtx remix folder

#

(I should watch the tutorial, I know.)

orchid remnant
#

its at the bottom of the menu, you just select the capture folder

#

it will display all captures with a preview icon

harsh wave
#

right

lean quarry
#

Looking CR when u make an HDRI skydome do you make it in blender and than export it as a usda file? And then open a capture, then import the HDRI skydome, and then texture it? monkaHmm

#

I did it a few months ago but now I forgot which comes first the chicken or the egg lmfao

orchid remnant
#

i forgot how i made the sphere, but i vaguely remember it was in blender, but i used the toolkit to ingest it and attach it to a hdri editor entity ingame. The texturing was done manually via editing the mod.usda and using nvidia texture tools to convert the .exr into .dds

lean quarry
#

Ahhhhhhhhhhhhhhhhh nvidia texture tool ahhhhhh thank u sir lesGO blob_green_heart

wind harbor
#

@orchid remnant yo, i just have a question about anchor what kind of object do i need to choose for an anchor role? cuz when i choose any object for an anchor, (light/model) that i exported to mod.usda appeares when anchor object appeares too. But when i just export light/model without anchor game just doesnt load iteugh like here:

orchid remnant
#

If you're doing stuff like lighting, the anchor object would be something with stable geometry hashes in your capture. Though you dont need to export the anchor object

wind harbor
#

is it it?

#

if ye all hashes are stable

orchid remnant
#

if you move around and the colors change on something, its unstable

wind harbor
#

oh f ye colors is changing

#

so its hard to work with this game?

#

or is it fixable

orchid remnant
#

if everything is unstable, you can only do texture replacements, this applies to blender and also the official toolkit
it can only be fixed via game/engine-specific mods or reimplementing the entire renderer, both require a good bit of reverse engineering knowledge

wind harbor
#

is it important to ingest textures? i skipped it sometimes

orchid remnant
#

for the nvidia toolkit?

wind harbor
orchid remnant
#

it usually makes you ingest any texture in order to replace it

orchid remnant
#

i probably wouldnt

wind harbor
#

ok gonna remake some textures and see if its stable

orchid remnant
#

textures should work fine, they dont depend on geo hashes

wind harbor
#

emm and what better for ai textures pbrfusion or comfyui?

orchid remnant
#

not sure, i usually make my own

wind harbor
orchid remnant
#

wdym

wind harbor
stone grail
#

Oof

#

Try making thoes blue boxes the anchor mesh

wind harbor
orchid remnant
#

i think they're anchored to the green things on the wall

orchid remnant
#

the anchor needs to be a unique object in a level, one occurence

#

otherwise you get duplicates lol

stone grail
wind harbor
orchid remnant
#

it would need to be added in the game

#

like a unique mesh placed with a level editor

wind harbor
stone grail
orchid remnant
#

didnt someone else make a compat mod for that game?

wind harbor
stone grail
orchid remnant
#

all source games have this issue

wind harbor
orchid remnant
#

is there no hammer for dark messiah?

wind harbor
#

is it it?

orchid remnant
#

yeah, but if you've never used hammer before, i'd google a few guides, you're also gonna have to import a unique model into the game, so ensure dark messiah has enough source SDK tools to do that

#

ngl its a painful process

wind harbor
#

f i dont know if i wanna do that, i just wanted to remake 1 level for myself and play it

orchid remnant
#

try walking around the level and see if you can find a prop that is only used once

#

that should be good enough

wind harbor
orchid remnant
#

yeah, just make sure its not world geometry

wind harbor
#

i think its ok

#

gonna try to export something again

#

HELL YEAH ty for help bro

#

and no objects here YES

#

the last question how to delete it now

#

only way is to delete mod usda?

wind harbor
orchid remnant
#

the text inside the red rectangle is the light

austere cape
#

Hmm importing capture using Frisser's BlenderToRemix works very well for me, but with Remix Toolkit for Blender, when I do the same, the capture comes in sideways (z up instead of y up perhaps) and many items are placed at 0,0,0. Am I doing something wrong here

orchid remnant
#

you probably need to uncheck Z Up and check Correct baked world transforms in the runtime

#

i've only tested source games with this addon so if those remix settings dont fix it, ill need a archive of your captures folder so I can figure it out

#

btw, im on vacation, so it might be a bit until i can actually take a look

austere cape
austere cape
orchid remnant
final cloak
#

Hero. Appreciate it. Think I'm going to need animation support if I'm not in over my head.

stone grail
#

the ominus monkey

cloud hazel
cloud hazel
#

what the hell is importing only 1 texture?

#

The export of meshes also does not work for me, the asset appears in the folder, but nothing changes in the game.

orchid remnant
orchid remnant
orchid remnant
cloud hazel
orchid remnant
#

the anchor is for adding. It's designed around a game having a anchor mesh to spawn meshes/lights in a world

#

but it also works for replacing a single asset, just not as smooth

cloud hazel
#

I was finally able to replace the materials

why doesn't your tool want to replace the materials that are already in the mods\gameReadyAssets\rtx-remix\textures folder?

#

I changed the name of the textures and their format, but only removing the old textures helped.

orchid remnant
cloud hazel
#

I made a newer capture, and the asset hash is still the same there.

cloud hazel
#

@orchid remnant#general-remix message

is there any way to ignore the gamma correction for importing legacy textures?

orchid remnant
#

it could be how textures are exported with texconv

cloud hazel
#

Exported and Original

#

what is that?

Not all blocks have this line.

#

nvm, textures without this line are also exported with gamma correction.

orchid remnant
cloud hazel
cloud hazel
#

why doesn't the texture for the light source work?...

orchid remnant
#

remix only supports .dds for textures iirc

#

idek if remix has any handling for textures on lights

stone grail
#

@orchid remnant how do i do pbr in this btw? cuz theres a glowing idea here

orchid remnant
#

guh

stone grail
#

Nvm on this part

old creek
#

where slider

#

:(

stone grail
old creek
#

im make mod

stone grail
old creek
#

wha- what

#

should-

#

it

#

hav-

#

slider???

#

why?????????

stone grail
# old creek why?????????

I may be bad at blender but I know that if you attach an image to the slider, it'll use the image as reference over tbe slider

orchid remnant
#

correct, its also like this in the official toolkit

#

roughness slider is only for legacy materials, you'd use a roughness map for pbr

#

so its assumed that already has the correct levels

violet cove
#

Really awesome tool I've been using for a bit since I honestly hate working in the Remix Toolkit, and have much more experience in Blender. I actually left Remix for a long time because I just did not enjoy working in the toolkit, but this has peaked my interest again.

I have noticed a few things that are a bit weird, and I just wanna know if its me or the plugin, since i know it's not 100%.

I think lights only import as Sphere lights regardless of the type of light chosen in Blender. Is that something not yet implemented? I've been having to manually go into my .usda's and change the light types of every light so far.

All meshes have to be reoriented 180 degrees before importing, I'm not sure if that's specific to my game, but even with rotations aligned to the capture it just imports upside down.

it would also be nice to be able to hide references from within the plugin instead of having to go into the .usda and manually list them out, but that's more of a sidenote.

Overall I really love this tool and want to go all in on using it for this project I'm working on because it's so fast, but I'm having trouble figuring out some of these things. Any help or clarification would be appreciated 👍

orchid remnant
# violet cove Really awesome tool I've been using for a bit since I honestly hate working in t...

Each blender light type should export into the corresponding remix one, unless there a newer blender version broke something

For the rotated meshes, make sure you enable baking transforms in remix before capturing

Yeah I intend to make mesh replacements more fleshed out but this project has slipped from my radar for a while due to me focusing on other projects, I do plan to come back and work on this addon more

violet cove
# orchid remnant Each blender light type should export into the corresponding remix one, unless t...

Gotcha, I appreciate that. It seems on every version of Blender spotlights do not export into Disk lights. Every other light type does work though so far. Also I did run into the gamma conversions happening to .dds textures, but I can just manually save over exports for now.

I really appreciate the work that has gone into this, your garrys mod work, unity and shader stuff, I totally understand you're busy 👍 I look forward to when you get time.

orchid remnant
#

for the spot lights to show, you might have to raise your settings like mine here, the values blender has doesnt exactly match remix but i plan to fix that too

orchid remnant
#

preliminary support for loading nvidia toolkit created mods

#

at least for materials

orchid remnant
#

ultimate test is to see if it loads hl2rtx assets lmao

#

ah nvm i forget it uses rtxio packages and i dont have the disk space to extract everything

#

ah fuck it we ball

#

it does not like loading the .dds files for hl2rtx but its not like blender really supports .dds anyway (or rather the BC7 format)

orchid remnant
#

finally

#

added a workaround by converting all replaced DDS files with PNG, it exports to your original mod folder

orchid remnant
#

das a lot of meshes, time to fix instancing

orchid remnant
#

blender appears to memory leak when trying to load all of the replacement textures for that one map

#

yay...

#

@harsh wave how do i make blender not explode from trying to load uncompressed hl2rtx textures

#

11.5 GB for just d1_town_01

orchid remnant
#

@cloud hazel what do you mean by sublayers being unreadable?

cloud hazel
#

The addon displays layers available for selection only from mod.usda

orchid remnant
#

so sublayers within a sublayer?

cloud hazel
#

yes

#

it is also important for me to have a choice of a folder where to save textures, and so far it is impossible to choose this

orchid remnant
cloud hazel
#

I do not know why, but any mesh that I try to replace just does not get replaced and nothing happens.

I used Frissj blendertoRemix once, even though it was created by a neural network, mesh replacement worked in it

orchid remnant
#

can you do the troubleshooting steps and send those screenshots?

cloud hazel
#

I also can't use heightmap.
It makes me sad to see how beautifully other people can do while I can't do anything.

#

by the way, could you make a separate RTX Remix version with only some of your innovations used in gmod remix?

I'm interested in Legacy Emissions and restarting the mod without restarting the entire game, but my project has problems with light sources with your remix option.

orchid remnant
orchid remnant
cloud hazel
cloud hazel
orchid remnant
#

i would probably just send the export process itself instead of the mesh creation but i think I see the issue.
It's exporting the blender-converted instance name instead of the original mesh. Though this might just be another sublayer related issue but ill check it out

orchid remnant
#

fixed sublayer depths

orchid remnant
#

you can also now hide the anchor mesh

#

think this makes a little better

muted blaze
#

rtx logic in blender when

orchid remnant
#

native remix integratio is on the to-do (albeit very far)

#

would allow that

orchid remnant
#

you can now specify where assets go during export (relative to your mod directory)

orchid remnant
orchid remnant
violet cove
cloud hazel
cloud hazel
#

Yeah

maybe I should upgrade to blender 5.0

#

by the way, load mod.usda changes breaks all textures

orchid remnant
#

though its something that probably needs to be fixed regardless, it's on my to-do

orchid remnant
orchid remnant
#

shout out to my old rtx 2080 so i could use the nvidia toolkit to debug this alpha stuff

queen wolf
#

How does your decal export work I am curious?

orchid remnant
#

wdym?

queen wolf
#

Nvm I presume you bake the decals from this #asset-creation message

#

I’m not thinking straight

orchid remnant
cloud hazel
# cloud hazel Yeah maybe I should upgrade to blender 5.0

even after changing the Blender version in my game, the meshes are not replaced.
I also noticed that the addon now exports the names of light sources incorrectly.

Russian is enabled in my blender, and now the names of the light sources are exported with Cyrillic, and this breaks the remix.

maybe this is a problem with the new version of blender, but why export the names of light sources at all?

orchid remnant
austere cape
#

Hey CR! Thanks a bunch for your work on this!

I just wanted to ask about a challenge I was having - when I load a capture, it comes in on it's side.
I have tried individually and various combinations of these settings in remix runtime when taking the capture:
Z-Up
Left Handed Coord System
Correct Baked World Transforms
and Shader capture heuristics.

Simply dragging the capture .usd file into blender and importing it directly with default usd import settings imports correctly.

I will supply an example capture file shortly!

austere cape
#

addon import on bottom left, direct blender import on top right:

orchid remnant
#

eugh2 weird that the remix capture settings aren't affecting anything. I'll take a look, thanks for sending the capture

austere cape
# orchid remnant

I grabbed the repo with presumably the latest changes, it seems that It's not loading sublayers created in remix toolkit for me:

#

Hmm perhaps upaxis Y defined in the layers is what is causing the import sideways despite runtime capture settings

#

just for completeness:

#

Not sure if it is relevant, nonetheless Toolkit created sublayers seem to end up all in the same folder:

orchid remnant
orchid remnant
austere cape
#

looks the same as the old version

#

no need to zip it i guess but still not sure why it still looks like the old version

orchid remnant
#

try cloning into a new folder, run this and send the output
git log -1

#

it should look like this

austere cape
orchid remnant
#

yeah looks good, try importing it

austere cape
#

hey now it works, not sure what the problem was

#

perhaps i needed to restart blender

orchid remnant
#

pushed the y-up fixes

austere cape
#

oi oi oi! nice!

austere cape
#

Looks like the fixes fixed it 😄 Thanks CR!

#

Are the replacement textures and meshes added via the toolkit supposed to show up in blender? Ie. does the addon load replacements into blender from the usda layers?

orchid remnant
#

i've recently added support for that but it's very buggy. If you want to try it, click Load mod.usda Changes in Project Setup

austere cape
#

that shouldnt write anything to the usda files or anything should it?

orchid remnant
#

if your textures are purple, it means blender's DDS handler cant render them, but I added an option to convert them back to PNG so they can be viewed

#

nope

austere cape
#

ill give it a bash

orchid remnant
#

just applies to the blender proejct

#

i would make a dedicated save before trying it

austere cape
orchid remnant
#

oh yeah hl2rtx was pretty bad too

#

43gb of ram used

austere cape
#

I don't think i'm going to make it captain, i just don't

#

have

#

the power

orchid remnant
#

yeah i gotta figure out how to make blender not explode loading these textures

#

i would prefer better DDS support but i dont like the idea of supporting a blender fork

austere cape
#

unusual that blender does not natively support DDS fully

orchid remnant
#

iirc it was BC7 with mipmaps i think that had issues, let me check rq

austere cape
#

in the toolkit it is possible to "mute" layers, such that the replacements in them are not loaded, that kind of thing isn't in this addon is it?

orchid remnant
austere cape
#

ahh alright thats cool, so only if the anchor is in the scene

#

😆

orchid remnant
austere cape
#

hey it did it!

orchid remnant
#

no freaking way

austere cape
#

it did seem to load replacements for which the anchor is not in the current blender scene, but i need to check that

orchid remnant
#

did all of the texture replacements work? sweatblob

austere cape
#

i will check, it did a lot of stuff

#

definitely loaded a lot of things that arent anchored to the existing scene

#

it has certainly loaded texture replacements

orchid remnant
#

yeah blender does not like most if not all hl2rtx textures lmao

austere cape
#

perhaps toolkit ingested textures are more amicable

#

possible hl2rtx used a different conversion method

#

coming along nicely CR

#

looks like mesh replacements are not respecting the Y up stuff

#

the circled thing on the left is the replacement for the circled thing on the right

orchid remnant
#

ill take a look,

austere cape
#

aight i should probably organise the observations 😛

  • mesh replacements (at least) appear in the scene even when the original anchor mesh is not in the blender scene
  • orientation of mesh replacements Y up tomfoolery
  • when the anchor mesh is in the scene and the anchor mesh is set to not render via the toolkit method in the usda layer "references = None", the anchor mesh is rendered in the blender scene still (blender limitation?)
orchid remnant
#

that last one is probably because im not checking for that flag during import operations, it currently only looks for prims that are meshes and materials and nothing deeper (like References = None)

austere cape
#

For infos here is how the toolkit set up the usda layer for this dome replacement in the screenshot above, when you "delete" the anchor mesh in the toolkit via the bin icon, so that only the replacement mesh should be there:

        over "mesh_9C8B2546CDC061D1" (
            references = None
        )
        {
            def Xform "ref_ff4f56cc67bd471499fe76511ef5cfcc" (
                references = @./assets/c4/c4l2_palace/meshes/PalaceDome_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"]

                over "XForms"
                {
                    float3 xformOp:scale = (1, 1, 1)
                }
            }
        }

(it adds that references = None bit)

orchid remnant
#

yeah that should be an easy fix.

cloud hazel
orchid remnant
#

and if so, send the usda for it

cloud hazel
#

by the way, could you combine the selection of mods and captures into one Project tab?

I'm currently trying most wanted and I have to constantly reassign the mod and capture folders.

cloud hazel
#

And the main problem with the Remix is that it crashes all the time

#

I also hasten to note that the import mod does not replace the default parameters for the material, but leaves only those parameters that are described in the USDA

That's not how the remix works

orchid remnant
cloud hazel
#

I mean, the remix takes the parameters in the USDA and adds them to the default ones.

Your mod import uses only the parameters specified by the USDA

orchid remnant
#

okay but you need to narrow down exactly what "parameters" you're talking about.

So if the mod is specifying an albedo, roughness, metallic map, etc, what other parameters are you taking about? default emission values?

cloud hazel
#

I'm talking about binding the capture folder to the selected mod.usda

#

I would also like to select the desired mod from the drop-down list.

orchid remnant
#

I feel like that would be counter intuitive, especially if you're just using the addon to explore captures. But what im surmising is that you mean to select the rtx-remix folder that holds the captures and mods folder so it displays both at once

#

if you mean the latter, i can do that

cloud hazel
orchid remnant
#

depends on the person who is using it, im not going to restrict the tool be used only for mod authoring

cloud hazel
#

🫤

violet cove
# orchid remnant 1. Mesh exports are confirmed working with sublayers so there's something unique...

I've found btw that naming lights only sticks when exporting some of the time.

For example, I'll name a light, export it to a .usda, and it shows up with the name I assign in Blender just fine. But if I delete it from the .usda , re-export it with the same name, it will just ignore it and use "light_########". But now for whatever reason it just doesn't work even with new lights for some reason. It's a very useful feature so bit unfortunate.

violet cove
# violet cove I've found btw that naming lights only sticks when exporting some of the time. ...

I'm also running into this issue where if I want multiple lights anchored to the same mesh, it will only export 1 of them to the usda. If I try to do it one at a time, it will just replace the values of one with the other instead of making a new light think (this seems to only happen when duplicating the light, if i make one from scratch it works properly.)

Also still running into the gamma conversion problem with textures Pensivesmh not sure if that's just me atp.

Just wanted to mention these in case. Everything else has been great so far and I really appreciate the work going into this, it's been very motivational getting back into remix work! 🙏

cloud hazel
#

I don't understand why not finally take into account the color space settings that are specified in the texture settings.