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schroef avatar schroef commented on June 3, 2024

Seems your defining the attributes wrong or this is bl 3.0 method. dont think it is. But trying to set metallic and other values by using a name wont work

Screen Shot 2022-10-28 at 15 00 40

from blender-qmm.

don1138 avatar don1138 commented on June 3, 2024
  1. The add-on has required Blender 3.0 or later since version 1.3.0. That's why the bl_info is set to "blender": (3, 0, 0), and the featured image is labeled "Add-On for Blender 3.0+". 😉

If you want to edit the code and make it Blender 2.83 compatible, change the BSDF inputs from

# BLENDER 3.0
BSDF.inputs[6].default_value = # Metallic Value
BSDF.inputs[9].default_value = # Specular Value
BSDF.inputs[16].default_value = # IOR Value

to

# BLENDER 2.8.3
BSDF.inputs[4].default_value = # Metallic Value
BSDF.inputs[7].default_value = # Specular Value
BSDF.inputs[14].default_value = # IOR Value
  1. The code in your screenshot is used to set the Viewport Display and has no effect on the rendered material.

  2. The Gold, Silver, and Copper are created using different methods than Gold Fresnel, Silver Fresnel, and Copper Fresnel.

I keep the Fresnel materials in the add-on for sake of their uniqueness, and because they're useful for studying. I may remove them at some point. Probably when Blender materials get native Energy Conservation.

If you'd like to review their setup, the tutorials I followed to make both kinds are listed on the Sources page in the Wiki under The original inspiration.

from blender-qmm.

schroef avatar schroef commented on June 3, 2024
  1. The add-on has required Blender 3.0 or later since version 1.3.0. That's why the bl_info is set to "blender": (3, 0, 0), and the featured image is labeled "Add-On for Blender 3.0+". 😉

If you want to edit the code and make it Blender 2.83 compatible, change the BSDF inputs from

# BLENDER 3.0
BSDF.inputs[6].default_value = # Metallic Value
BSDF.inputs[9].default_value = # Specular Value
BSDF.inputs[16].default_value = # IOR Value

to

# BLENDER 2.8.3
BSDF.inputs[4].default_value = # Metallic Value
BSDF.inputs[7].default_value = # Specular Value
BSDF.inputs[14].default_value = # IOR Value
  1. The code in your screenshot is used to set the Viewport Display and has no effect on the rendered material.
  2. The Gold, Silver, and Copper are created using different methods than Gold Fresnel, Silver Fresnel, and Copper Fresnel.

I keep the Fresnel materials in the add-on for sake of their uniqueness, and because they're useful for studying. I may remove them at some point. Probably when Blender materials get native Energy Conservation.

If you'd like to review their setup, the tutorials I followed to make both kinds are listed on the Sources page in the Wiki under The original inspiration.

I know that, but i did not use the asset manager part, i did not see any code which will not run in bl 2.83
I did check it now at home with 3.3 and works as you state. Nice work!
So they have added props to the material display now, i see more items being exposed under material

from blender-qmm.

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