*EDIT: I wrote this comment before I finished watching the video till the end!* The "Node Wrangler" Addon has a similar feature, called "Add Principled Setup", which does a similar thing, and you just have to select the folder your maps are in and it'll do all the magic for ya. However I personally never got it to work properly for me, it always gives me an error midway during the process, I guess it has to use a certain naming convention. Also "Node Wrangler", all though it's been updated to work with 2.8 since development is heavily going on, a couple of days after the developers of the addon updated it, it got broken again and can't be enabled, so there's currently no way this feature in 2.8.
SHFT/CTRL T does pretty much the same thing in Node Wrangler, Principled Texture Setup. All you do is choose what to load up, i.e, albedo...normal, etc and it will auto connect the nodes.
Hi Jay, I have some questions regarding the Blender texture configuration in Painter if u don't mind: 1- Should we use Diffuse or we can use Base Color if there is no difference? 2- Can I merge Roughness and Metallic in one texture and then use "Seperate RGB" node in Blender to extract them? 3- Don't we need a UV Map node to link to vector inputs? Also wondering about other outputs like Emissive and Opacity and how they map to Blender. Thanks. I wish in the future we can drag multiple textures at once into Blender instead of one at a time.
very cool addon but i don't know if you know this but if you press Shift+Ctrl+T with the node wrangler turned on it will bring up a principled shader thingy...then you select your pics and it connects them automaticly
neither have I...this feature works in 2.79 and not alot of people know about it. I didn't like the test builds of 2.8 to be honest...i just started to learn well in blender and now i have to start again...i realize the new features are supposed to be helpful. I thank you for your video and your hard work on your add on.
thank you so much Sir. i did use it with a texture from textures.com. download the addon - install zip - drag and drop the textures and than just click 1 button and all in in the right direction. that´s awesome, i realy like it. very easy to handle, realy nice work. THANK YOU
Hey Jayanam. Your video's have recently caught my attention as I've been intending to start making the switch to 2.80. However, as far as I can tell, there isn't currently a way to send embeded pbr output to fbx or gtlf that includes emissive maps and occlusion maps. I'm wondering if its even feasible to make a plugin that will incorporate this on export. I'm no scripter so my knowledge on the subject is lacking, besides knowing I could do this with the blender render back in 2.79. I'd love to hear your thoughts on the matter.
So I have a question that I've been wondering about... this is something only an experienced modeler can answer... but let's say you're making a game in Unreal Engine which allows you to make textures and meshes. You use Blender to make your models, but when it comes to making the textures and meshes.. what do you guys look at when figuring out if you should use Blender, Substance, or UE to make the meshes, textures, materials, etc.? Blender can do the same as the other 2 when it comes to making the "skin" for your models, but I'm assuming not as well as the other 2. So this leaves the choice to making all that in either UE or Substance. So are there times when people use UE over Substance? I always got confused when I saw people use 3rd party programs to do things the program theyre using can do.. except for the programs you know do a better job at it.. but when it came to UE. I always thought their tools were pretty superior judging by the videos I've watched. Is Substance Painter better to use? Better than just using UE?
UE4 and Substance Painter have a completely different purpose. UE is a game engine. It has a material editor, where you can use textures, but that's it. Substance Painter is a tool for texturing your models and you can export these textures then to UE4, Unity, Blender, Godot or whatever. You can use Blender for texturing as well, but IMHO Subtance Painter is unbeatable for PBR texturing.
@@JayAnAm I think its super awesome. I would like to hear your opinion and maybe if you could set it up in blender with a principled shader and maybe make tutorial? :) Edit: its a new software for making texture and pbr maps. Its free and only for windows. But its fire bro
So, it's not working. I've got my textures in there, the bsdf material, and I press the button to connect, and nothing. I highlight them, still nothing.
One thing i find a bit fague. without this addon it can also be created, fo what is the benefit of the addon actually? Perhaps i missed a part, i only see manual connections being made?
@@JayAnAm I noticed it later when you showed a bit of the code. So it needs PBR texture naming. But that could be done manually if different software is used of course.
This is so helpful! Thank you so much!
Somebody give this guy a trophy!
Dude...you're like a scientist.. ;)
Well actually I am a scientist... Bc. sc. and M. Sc. :-)
*EDIT: I wrote this comment before I finished watching the video till the end!*
The "Node Wrangler" Addon has a similar feature, called "Add Principled Setup", which does a similar thing, and you just have to select the folder your maps are in and it'll do all the magic for ya. However I personally never got it to work properly for me, it always gives me an error midway during the process, I guess it has to use a certain naming convention. Also "Node Wrangler", all though it's been updated to work with 2.8 since development is heavily going on, a couple of days after the developers of the addon updated it, it got broken again and can't be enabled, so there's currently no way this feature in 2.8.
:-)
Thank so much Jayanam...awesome work!
Txh mate!
SHFT/CTRL T does pretty much the same thing in Node Wrangler, Principled Texture Setup. All you do is choose what to load up, i.e, albedo...normal, etc and it will auto connect the nodes.
Yes, but at the time I published the video, node wrangler wasnt available for Blender 2.8
Hi Jay, I have some questions regarding the Blender texture configuration in Painter if u don't mind:
1- Should we use Diffuse or we can use Base Color if there is no difference?
2- Can I merge Roughness and Metallic in one texture and then use "Seperate RGB" node in Blender to extract them?
3- Don't we need a UV Map node to link to vector inputs?
Also wondering about other outputs like Emissive and Opacity and how they map to Blender.
Thanks.
I wish in the future we can drag multiple textures at once into Blender instead of one at a time.
O_O 1:43 That's Vaudou magic ! ! !
A HUGE thanks ! :)
:-) You are welcome
very cool addon but i don't know if you know this but if you press Shift+Ctrl+T with the node wrangler turned on it will bring up a principled shader thingy...then you select your pics and it connects them automaticly
As I said in the video, the NodeWrangler is not yet migrated to 2.8
neither have I...this feature works in 2.79 and not alot of people know about it. I didn't like the test builds of 2.8 to be honest...i just started to learn well in blender and now i have to start again...i realize the new features are supposed to be helpful. I thank you for your video and your hard work on your add on.
Very Awesome man.............Amazing......
Thx!
Great Addon! Thanks!
thank you so much this is brilliant!!!!
Many thanks!
You are welcome
This is awesome! Thanks again Jayanam! What a time saver.
Hey, thx! You are welcome!
thanks
You're welcome, I also added emission textures now to the setup
Thanks!
If you press ctrl+shift+T on selected principled BSDF node (with Node Wrangler enabled) youl get pretty same result
Please watch the video before commenting because I mentioned this but NodeWrangler isnt migrated to Blender 2.8 yet.
@Artist Blender - Aprenda Motion Graphics Yes, I know.
thank you so much Sir. i did use it with a texture from textures.com. download the addon - install zip - drag and drop the textures and than just click 1 button and all in in the right direction. that´s awesome, i realy like it. very easy to handle, realy nice work. THANK YOU
Hey, great it works for you!
I think it's really interesting. What catch my attention is that you are not able to drag and drop all your texture in one go?!
Hey Jayanam. Your video's have recently caught my attention as I've been intending to start making the switch to 2.80. However, as far as I can tell, there isn't currently a way to send embeded pbr output to fbx or gtlf that includes emissive maps and occlusion maps. I'm wondering if its even feasible to make a plugin that will incorporate this on export. I'm no scripter so my knowledge on the subject is lacking, besides knowing I could do this with the blender render back in 2.79. I'd love to hear your thoughts on the matter.
Thnx alot!!!
You're welcome
SUPER !!
the node has automatic add on the textures with the 2.8 click on the principled node and -> Ctrl+Shift+T
Ähh... no
Wow It realy easy Thank jayanam "
:D
Great you like it
Can anyone enplane to me what an FM texture is and whare dose it go on the principle Bsdf?
So I have a question that I've been wondering about... this is something only an experienced modeler can answer... but let's say you're making a game in Unreal Engine which allows you to make textures and meshes. You use Blender to make your models, but when it comes to making the textures and meshes.. what do you guys look at when figuring out if you should use Blender, Substance, or UE to make the meshes, textures, materials, etc.? Blender can do the same as the other 2 when it comes to making the "skin" for your models, but I'm assuming not as well as the other 2. So this leaves the choice to making all that in either UE or Substance. So are there times when people use UE over Substance? I always got confused when I saw people use 3rd party programs to do things the program theyre using can do.. except for the programs you know do a better job at it.. but when it came to UE. I always thought their tools were pretty superior judging by the videos I've watched. Is Substance Painter better to use? Better than just using UE?
UE4 and Substance Painter have a completely different purpose. UE is a game engine. It has a material editor, where you can use textures, but that's it. Substance Painter is a tool for texturing your models and you can export these textures then to UE4, Unity, Blender, Godot or whatever.
You can use Blender for texturing as well, but IMHO Subtance Painter is unbeatable for PBR texturing.
@@JayAnAm Jay bro...what you think about Materialize tool?
@@DaRealGoosebumps Never tried it, but will definitely have a look
@@JayAnAm I think its super awesome. I would like to hear your opinion and maybe if you could set it up in blender with a principled shader and maybe make tutorial? :)
Edit: its a new software for making texture and pbr maps. Its free and only for windows. But its fire bro
How to do it in 2.82?
It's the same
I want to know that how you get this straight line which connects the noes each other......???
I will come up with a short code show-off ok?
Ok..........Thanks........
User Preference>>>Themes>>>Node Editor>>>Noodle curving: 0
ZELFOR Thanks for your reply.....I got it....Thanks again for help......
So, it's not working. I've got my textures in there, the bsdf material, and I press the button to connect, and nothing. I highlight them, still nothing.
Did you ever fix ?
Hey Jayanam I'm not sure if you're aware, but this video was uploaded in 360p. All the text is blurry.
UA-cam takes time uploading/whatever imho. Just wait.
Be patient with the guys... be patient:-)
yep:-)
oh theres the 1080p :D
:-) ok... but thx for being that early
Bro from where you downloaded Substance Painter I am not getting it
Substance Painter is from allegorithmic, this is where is bought it.
does this work with textures outside of substance painter?
One thing i find a bit fague. without this addon it can also be created, fo what is the benefit of the addon actually? Perhaps i missed a part, i only see manual connections being made?
You click one button and everything is connected for you - time saving. Also nodes are created like the normal map node...
@@JayAnAm I noticed it later when you showed a bit of the code. So it needs PBR texture naming. But that could be done manually if different software is used of course.
OMG HEADEXPLODS