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klepto2

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Posts posted by klepto2

  1. Just to post a small sample to show you what i mean:

    brick_wall.zip

    image.thumb.png.370e9f96c68736767475883a6501096b.png

    the left and right wall are both painted with the brick_wall material. The texture data contains the info, that the texture is 4000 millimeters (4m) wide.

    the left is with scaling of 1.0 and the left is scaled to 0.25 ( 1.0m / 4.0m) to maintain the desired mapping ratio.

    It would be nice to have something to store this factor in one way or the other. the easiest would be to store it directly in the material, then the normal workflow is not disturbed as the scale is already applied in the shader and the user just need to modify the face if it is really needed. (from the shader sources i can see, that uv scale is already reserved in the material struct, but not used and there is no way to set or get it.

  2. yes, thats what I meant. while the face tool is great to adjust this later. I think, that some properties should be exposed to the initial object creation. 

    Lets assume i want to outline walls and i know that the material needs a scale of 3.0, then i don't want to switch between the tools,

    but want to create the walls with the correct uv scales immediatly. 

    Regarding my other request with the uv scale stored in the material. Maybe this can be used to do something like here:

    https://docs.polyhaven.com/en/guides/blender-addon  see the section about texture controls.

    Maybe a default scale of 1.0,1.0 should be stored with each material, but it can be overridden. Now, if it is overridden and a face has a material assigned, you could add something like fix material scale and the uvscale is updated to the one stored in the material.

  3. I already made a request regarding an option to add Material uv-scales. But this time i would like to ask for an option to alter the default texel per meter settings on object creation. 

    It could be an absolute value (but this might be a bit confusing for some people) 

    or a multiplier value.  Currently if i need different  scales i first need to modify the texel value in the option, add the object and reset the value in the options. 

    Another Request is to edit this on the brush (Object) on the fly. After editing it, the uv coords could be recalculated and stored. 

  4. In the editor: 

    1. Create the Terrain with the specifc size eg: 512 * 512
    2. Select the Terrain and choose the Terrain edit mode (the most left icon, where are also rotate and move controls)
    3. In the right view you now have an open Terrain-Tab where you can load or save a heightmap.

    If the heightmap is not visible there are some things to do.

    1. The heightmap imported might not match the dimonsions you have created the terrain with.
    2. If the scale is not high enough: 
      1. Got to the Map-Tab 
      2. Select the created Terrain
      3. Change the y-scale to something like 100.0 or 300.0 depending on your imported heightmap.
  5. I want to add some additional handling to some files. (lets say i want to add support for a certain kind of filetype)

    I can succesfully  hook into the EVENT_WIDGETACTION when the "Open File" menu is clicked, but how do i get the item and the needed info for what this is "Open File"-action is triggered?

    this is the simple hook i use:

    function extension.hook(event, extension)
        if event.id == EVENT_WIDGETACTION then
            local widget = Widget(event.source)
            if widget ~= nil and event.text == "Open File" and event.extra ~= nil then
                local obj = Widget(event.extra)
                Print(event.text)
                return true
            end
        end
    end

     

  6. Hi, 

    I like the idea for this new Forum and i would like to add some suggestions to it. 

    Maybe the forum should be subdivided into other sub-forums:

    • Extensions & Plugins: topics related to specific extensions
    • In this forum there should be a moderated sticky with a list of extensions and plugins (official and community) and links to it
      • FAQ or Tutorials (a place to ask questions or share knowledge about extension and plugin development)
      • Releases (here should all extensions have a place)
      • Bugs (what it says ;) )

    I believe without such a structure the top forum could become very large and unstructured. 

     

    • Like 1
  7. Polyhaven.lua

    In this file i have changed the loading for the types and catagories to use curl and the inernal Command and LoadTable functions instead of the custom api dll. 

    Replace this file in the Scripts\Start\Extensions folder. Hopefully this will resolve the initial problems. I will continue to replace the api calls with native curl requests to get rid of the external dll requirements.

    Let me know if this resolves some of the issues.

  8. So you was able to browse the items while debugging it? or was there just no error but still no treeview available?

    I am currently rewriting some internals to not rely on dlls that much. I will provide a small test later which rewrites the first step (treeview populating) using curl and Command an LoadTable instead of the custom dll for accessing the api. If that solves the problems i will rewrite the other api calls as well and remove all dll dependecies execept the pbr exe (this is needed for converting the HDR images and should not cause problems).

  9. Ok, you might need to allow access to some specific files. 

     

    image.png.fb82edd1b02d2961ebcac62230ec14ee.png

    these are the files:

    in main directory: libcurl.dll

    then Modules/PolyHavenApiClient.dll

    and finally: Tools/pbr.exe and all dlls under plugins.

    Hopefully this will solve the issue. Otherwise i look forward for the debugging results.

    • Thanks 1
  10. 10 hours ago, SpiderPig said:

    Hi Klepto, just letting you know that I'm getting the "stack size error" as well.  I haven't done anything other than install and launch the extension.

    Hi, is it possible to debug the Editor for you? if you have installed VSCode you can go to the Ultraengine directory and run the Open with VSCode.bat and then Run -> Start Debugging.

    Also does the error occur just by opening the  window (Polyhaven) or after selecting a node?

  11. The settings are more or less a prototype done shortly before the beta release. I have not used any dpi scaling in the plugin but i plan to include it in a refactored version.  the stacksize error is new for me. Looks like a stack error with lua. could probably be a problem with either the dll for fetching the polyhaven api or the small json to lua extension i have added. 

    I will investigate both.

    Also as Josh said the polyhaven is not an official plugin, so bug reports should be added here: 

    or you could send me a PM.

    • Like 1
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