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Camubish's BeamNG Mods
Camubish's BeamNG Mods

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BeamNG Materials Blender Addon V1.0.5

Uninstall the addon and restart blender before re installing the latest version.

LATEST PATCH - 11/14/24


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.


https://youtu.be/bdlxG0YP2uE

BeamNG Materials Blender Addon V1.0.5 BeamNG Materials Blender Addon V1.0.5 BeamNG Materials Blender Addon V1.0.5 BeamNG Materials Blender Addon V1.0.5 BeamNG Materials Blender Addon V1.0.5 BeamNG Materials Blender Addon V1.0.5

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