Uninstall the addon and restart blender before re installing the latest version.
LATEST PATCH - 11/14/24
Re designed pbr shader groups.
ColorPalette alpha is utilized as it should be.
Material procedure compiler now keeps the duplicates throughout the games content and give the name a number
Tested in blender 4.0.2 and blender 4.2.0.
FEATURES
- PBR and NON PBR Importing and Exporting.
- Translated Beamng Shaders for real time viewing in blender
- 1 to 4 Stage procedures.
- Auto game file Extraction and decompression. (Including mod content, packed or in upacked)
- Blender Vehicle Color Selection previewer
- Collada corrector for older model compatability.
- Preserves 'UseUV' Extra info, and many more.
PLANNED FEATURES
- Direct GLTF support
- Terrain material type support
- Material LOD helper / creator
- Dummy materials (jbeam switching materials)
- .PC file Importing
- Reading Content directly inside (BeamNG.drive/<version>)
IDEAS
- Material stage upgrade button e g pbr stage 1 to stage 2 keeping existing connections
NOTES
- Chrominess in the color selector will not be supported as it is depreciated
- Non PBR colorPallate is not supported currently
- The Shader Compiler is slow when in material preview. Use rendered mode and the gpu for faster adjustments
1: Install from disk and select the zip.
2: Enable the addon and fill in the preferences. Target is the place to store dds to png copies of all the images collected from mods of vanilla.
3: For import. Go; File > Import > Collada BeamNG Materials. Use any collada that has a mapTo name that exist somewhere in beam.
4: For Export. Go; File > Export> json BeamNG Materials. This will only write the material.json. Texture directory will be the path leading the filename. EG "test/lumber_raw_d.png",
5: For Creating a New material from scratch:
- Extract BeamMatImExp.zip\BeamMatImExp\assets\BeamngMaterals.blend. Use the .blend file as an Asset. This allows you to add the custom nodes that are designed to work with the addon.
- For a visual understanding you can use the importer for obtaining a reference towards a similar material.
- Give the object a geonode modifer and name it 'BeamNG Materials'.
- In the geonode editor. add a 'BeamNG Material Data' Node for every material slot you want to make.
- Connect the geometry sockets to the group input and output.
- Fill in the geonode fields. Minimum requirements are 'name' and mapTo
- In the shader editor. remove the default Principled BSDF.
- For Each material. In the shader editor. Add a 'BeamNG Material Single PBR' node and connect its output to 'Material Output','Surface'. There are other nodes for nonpbr and multistages.
- Use Attribute nodes for vertex color if desired
- Use Value nodes for single channel inputs
- Use RGB nodes for RGBA for non-map color inputs.
- Use Image Texture nodes for map inputs. Be sure to use NON COLOR for greyscale and normal maps
- Use UV nodes for 'UseUV'. Be sure that your uv map attribute names are always map-0 to map-3. BeamNG only supports 4 uvmaps.