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Blender to Unreal Tools, Part 1 - February 6 - Live from HQ

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    #61
    Originally posted by bzxo View Post
    Would be great to have a way of sending meshes and then auto assigning Unreal materials by name on import
    This is exactly how our independent plugin Brigge for Meshes works . It's early access, meaning still plenty of work ahead, but you can start using it now.

    From the documentation:
    Brigge for Meshes sets up Material slots in Unreal to match those in Blender. It looks for existing Unreal Material assets in your project and will assign them to the StaticMesh if their names match. Missing materials or empty material slots are perfectly ok! These will use the default world grid material and you can assign them once you're ready to think about materials. Brigge will never create "dummy" materials or disrupt your slot order.

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      #62
      Originally posted by Emraj View Post
      Just started using Blender more heavily in my pipeline and was thinking about getting a better exporter addon to UE4 since its native FBX exporter leaves something to be desired. And there aren't really any good options for materials either. Really looking forward to seeing how this works and what it can do.
      Originally posted by IppolitoGermer View Post
      Will it be possible to export "eevee" shaders?
      We started working on this problem a year ago: share surface materials between Blender and UE4. Use Cycles/Eevee materials directly in Unreal, with a fully editable procedural node network on both ends. And got much of it working!

      After interviewing game artists at GDC, ECGC, and SIGGRAPH, we shifted focus to develop kick-*** StaticMesh import/export. Something people wanted right away.

      Should we dust off the Brigge for Materials prototype since there seems to be interest?

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        #63
        Originally posted by Danger Cobra M View Post

        This is exactly how our independent plugin Brigge for Meshes works . It's early access, meaning still plenty of work ahead, but you can start using it now.

        From the documentation:
        Brigge for Meshes sets up Material slots in Unreal to match those in Blender. It looks for existing Unreal Material assets in your project and will assign them to the StaticMesh if their names match. Missing materials or empty material slots are perfectly ok! These will use the default world grid material and you can assign them once you're ready to think about materials. Brigge will never create "dummy" materials or disrupt your slot order.
        Cool, thanks for the heads up! You should add some screenshots to the website so we can get an idea of the workflow.

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          #64
          This is so exciting. Bravo and thank you Epic for supporting Blender. Please continiue. Your heart grows bigger.

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            #65
            I hope UE will be able to import cached Mantaflow simulations...

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              #66
              Let's say it was easy to predict due to the grant - but still, this new made me sooooooo happy Really Epic, you didnt have to, christmas was just month ago

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                #67
                Originally posted by bzxo View Post
                Would be great to have a way of sending meshes and then auto assigning Unreal materials by name on import
                That's how Dataprep with Datasmith works (and thus it should work with the add-on I linked to earlier).

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                  #68
                  Thanks Epic Games!
                  Very Cool

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                    #69
                    Just back from the LiveStream, here is trying to vocal with feedback:
                    it would be nice if the addon/flow/plugin move from using FBX as the foundation to GLTF (or any other open format, used GLTF here just as it tried to be the latest Open Format around "supported" by all the big guns) to be more in line with the the open source theme around UE4 and Blender and avoiding possible legal traps.

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                      #70
                      One thing that annoys in Blender is lack of proper vertex alpha support.
                      Though I heard it's technically supported in 2.8, there doesn't seem to be a way to paint the alpha. I also don't know about exporting.

                      VictorLerp
                      Perhaps the Epic guys could do something about it, as having all of the vertex color channels usable would be cool.

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                        #71
                        It would be nice to use mesh origin instead of scene origin.

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                          #72
                          Originally posted by BVeasey View Post
                          I hope UE will be able to import cached Mantaflow simulations...
                          You can definitely export fluid simulations using Allembic from Blender 2.80 to Unreal engine already. Although I have not tried it in blender 2.83 with mantaflow yet.

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                            #73
                            Many thanks for these tools, as we have been switching to Blender for a lot of things, so this is very helpful.

                            As Kaye mentioned on screen, we should "scream loudly" for issues we are concerned over. Here's my 2c:

                            Any import/export work done in either blender or unreal should have a very close look at the coming industry standard of USD. I know Unreal has some limited support for USD, and Blender is still quite awol on USD support, but you should be very aware of it, so Unreal supports a USD workflow in the near-to-mid future. If you have inside track on what Epic and Blender are planning for USD support, it would be a huge win to use that instead of fbx for translation.

                            Thanks again!

                            Andrew

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                              #74
                              Amazing news ... very excited to see this in the wild ... mad thanks for working on this team Epic whoop!

                              Some feedback and hopes and dreams (in order of importance). The same functionality as what Maya enjoys with Live Link would of course be amazing.
                              https://www.youtube.com/watch?v=0wQhM8vcdJQ&t=340s

                              Otherwise:
                              1) PRINCIPLED BSDF shader support (PBR is critical)
                              2) PARTICLE SUPPORT so we can use Blender as an alternative/companion to Niagara (This would be truly amazing and make my life so much easier)
                              3) NATIVE BLENDER SHADER support (Color Ramp, Math Nodes, Texture cords, Fresnel ...... drooling at the thought of this but we can "bake" to Principled BSDF in the meantime)
                              4) Great ANIMATION support in general for custom bone rigs (my main character is a quadruped) I wont be using mannequin much this year. And when I do use rigify I almost always customize it by adding or deleting bones.
                              5) PARTICLE SUPPORT for hair
                              6) ALLEMBIC can currently be used to export FLUID/CLOTH static/locked simulations ... it would be cool to do it all in one plugin
                              7) QUIXEL Megascans support for export .... I would much prefer to set up my scenes in Blender and then export them to Unreal as it's faster for me. But quixel has some rather complex shader node set ups so see item no 3.
                              8) OBJECT ORIGIN + World Origin for Meshes

                              [QUESTION] .... why not use the new open source Pixar USD format? The industry seems to be heading that way.

                              Please release this on Github .... I don't care if it's alpha/beta, I would love to get my hands on this and test it. Happy to do bug reporting too if it will help.

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                                #75
                                Can't wait to put my hands on it!
                                Would be awesome to have ability to export hair groom compatible with new hair dynamic feature .

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