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blenderaddons's Issues

Nodeset no textures showing up

I'm trying to import some textures from Substance Painter using this script but none of the textures show up in the file explorer.

screen shot 2017-10-24 at 12 56 28 am

screen shot 2017-10-24 at 12 56 42 am

Any tips?

Default Planks smooth shading causes curved boards.

By default planks uses the smooth shading setting to (presumably) overcome a weird look on the bevels when rendering. While this part goes well, it leaves us with boards that look slightly convex (rather than the concave option that is also present in the settings).

Default 'smooth' floorboard

We can select the boards an go to Tool > Shading: Flat to overcome this, but this leaves us with not-so-great-looking beveled edges. Manually increasing the segments and changing the limit method to Angle does solve it somewhat. However, this not a complete solution for this issue.

Flat floorboards

We ourselves usually use smooth together with supporting edge loops. One way to achieve this is by using the 'Edge Split' Modifier. This however breaks the bevel option since it's applied to all faces. Manually adding it to a huge amount of planks is not an option either.

So at this stage we're stuck between smoothed edges with concave planks or flat plank with hard edges.

I'm not totally sure what the best option for this might be. Judging by the commented out line you, @varkenvarken, aren't completely sure of the answer either. I think this thread could be a great place for discussing which option we can use to make this better (programmatically).

randomvertexcolor280 doesn't support multi-object selections

When I try to select all objects (or all objects by type) and go into vertex paint mode, I get the following error:

image

You're probably not updating this, and it's probably a pain to filter out for example instances, but thought I'd raise the issue and see what happens. πŸ™‚

planks.py (Floor generator) changes unit system

Hi,

I've found two issues with your planks.py, which is a very nice addon, however.
Here is the 1st issue.

Description:

If the Width value of the Floordimensions changed script switched the unit of the scene to Metric - which is not supposed to do if user prefers to work unitless.

To reproduce step-by-step:

  1. Launch Blender with factory settings (note: the Units settings of the Scene is set to None - just switch to Scene in Properties window.)
  2. Select the default Cube item in the 3D View (or create any mesh object).
  3. Start the addon (on the Addon panel of Blender User Preferences window)
  4. Switch to the addon's tab, and click on Convert to Floorobject button.
  5. Now change the Width of the Floordimensions to any other value and hit Enter - watch the Units section of the Scene tab in the Properties window: it will change to Metric.

Cheers,
DelP.

WeightToVertexColor

Hi there i tried your addon on 2.83 (don't install) and 2.9x (install correctly)

in paint menu there's 2 options:

https://prnt.sc/uuysdd

vertex color from weights works

but the weightToVertexColor return error:
https://prnt.sc/uuyuar

in Weight paint menu
there's only VertexColorTowWeight but is always greyed out and can't use.

thank you

ColorRamp picker doesn't work in compositor nodes

The option is only enabled for shader ColorRamp nodes; I wanted to use it on the compositor node tree as well -- is there a fundamental reason why it should be disabled for this node tree type?

Snap and Stransform

Here is my correction that respect more the Blender standart:

##### BEGIN GPL LICENSE BLOCK

Origin to selected, a Blender addon

(c) 2017 Michel J. Anders (varkenvarken)

This program is free software; you can redistribute it and/or

modify it under the terms of the GNU General Public License

as published by the Free Software Foundation; either version 2

of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.

You should have received a copy of the GNU General Public License

along with this program; if not, write to the Free Software Foundation,

Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

##### END GPL LICENSE BLOCK

import bpy

bl_info = {
"name": "Origin to selected",
"author": "michel anders (varkenvarken)",
"version": (0, 0, 3),
"blender": (2, 78, 0),
"location": "View3D > Mesh > Snap > Origin to Selected",
"description": "Move origin to selected geometry",
"warning": "",
"wiki_url": "http://blenderthings.blogspot.com/",
"tracker_url": "",
"category": "Mesh"}

class OriginToSelected(bpy.types.Operator):
'''Move origin to selected geometry'''
bl_idname = "mesh.origin_to_selected"
bl_label = "OriginToSelected"
bl_description = "Move origin to selected geometry"
bl_options = {'REGISTER', 'UNDO'}

@classmethod
def poll(self, context):
	return (context.mode == 'EDIT_MESH')

def execute(self, context):
	# we could do all the calculations ourselves but just calling
	# the available operators is way simpler and that is what code
	# reuse is about :-)
	bpy.ops.view3d.snap_cursor_to_selected()
	bpy.ops.object.editmode_toggle()
	bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
	bpy.ops.object.editmode_toggle()
	return {'FINISHED'}

def menu_func(self, context):
self.layout.operator(OriginToSelected.bl_idname, text="Origin to Selected")

def register():
bpy.utils.register_module(name)
bpy.types.VIEW3D_MT_snap.append(menu_func)

def unregister():
bpy.types.VIEW3D_MT_snap.remove(menu_func)
bpy.utils.unregister_module(name)

if name == "main":
register()

updated your slope script for 2.80

`# ##### BEGIN GPL LICENSE BLOCK #####

Slope2vcol.py , a Blender addon

(c) 2013 Michel J. Anders (varkenvarken)

This program is free software; you can redistribute it and/or

modify it under the terms of the GNU General Public License

as published by the Free Software Foundation; either version 2

of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.

You should have received a copy of the GNU General Public License

along with this program; if not, write to the Free Software Foundation,

Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

##### END GPL LICENSE BLOCK

bl_info = {
"name": "Slope2vgroup",
"author": "Michel Anders (varkenvarken), updated to 2.8 by bay raitt",
"version": (0, 0, 1),
"blender": (2, 80, 0),
"location": "View3D > Object > Slope",
"description": "Replace active vertex group with weights representing the slope of a vertex",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Mesh"}

import bpy
from mathutils import Vector
from math import pi

class BR_OT_Slope2VGroup(bpy.types.Operator):
"""Generate Slope Weights"""
bl_idname = "mesh.slope2vgroup"
bl_label = "Generate Slope Weights"
bl_options = {'REGISTER', 'UNDO'}

@classmethod
def poll(self, context):
    p = (context.mode == 'OBJECT' and
         isinstance(bpy.context.view_layer.objects.active, bpy.types.Object) and
         isinstance(bpy.context.view_layer.objects.active, bpy.types.Mesh))
    return p

def execute(self, context):
    ob = context.active_object
    vertex_group = ob.vertex_groups.active
    if vertex_group is None:
        bpy.ops.object.vertex_group_add()
        vertex_group = ob.vertex_groups.active
    mesh = ob.data
    for v in mesh.vertices:
        angle = 1 - v.normal.angle(Vector((0, 0, 1))) / pi
        vertex_group.add([v.index], angle, 'REPLACE')
    layer = bpy.context.view_layer
    layer.update()
    return {'FINISHED'}

def menu_draw(self, context):
self.layout.operator(BR_OT_Slope2VGroup.bl_idname, icon='PLUGIN')

def register():
bpy.utils.register_class(BR_OT_Slope2VGroup)
bpy.types.MESH_MT_vertex_group_context_menu.append(menu_draw)

def unregister():
bpy.utils.unregister_class(BR_OT_Slope2VGroup)
bpy.types.MESH_MT_vertex_group_context_menu.remove(menu_draw)

if __name__ != "__main__":
    bpy.types.MESH_MT_vertex_group_context_menu.remove(menu_draw)

if name == "main":
register()
`

slope.py Vector*Matrix not supported B4.1 Stable

Slope addon does not work on Blender 4.1

Error: Python: Traceback (most recent call last):
  File "/home/deck/.config/blender/4.1/scripts/addons/slope.py", line 86, in execute
    reference = reference * wmat
                ~~~~~~~~~~^~~~~~
TypeError: Element-wise multiplication: not supported between 'Vector' and 'Matrix' types

Screenshot_20240407_172542
Screenshot_20240407_172557

I also tried Blender 3.6.10 LTS, but the slope button just does not seem to exist.
Screenshot_20240407_172734
Screenshot_20240407_172802

planks.py (Floor generator) can't create wider planks more than 1m

Hi,

Here is an other issue with your planks.py,

Description:

I can't increase the Width of the Floordimensions over 1m if particular Blender unit settings used.

To reproduce step-by-step:

  1. Launch Blender with factory settings (note: the Units settings of the Scene is set to None - just switch to Scene in Properties window.)
  2. Set Blender unit system as follows on Scene tab, in Units panel:
    • Metric
    • Degrees
    • Scale: 0.01
  3. Select the default Cube item in the 3D View (or create any mesh object).
  4. Start the addon (on the Addon panel of Blender User Preferences window)
  5. Switch to the addon's tab, and click on Convert to Floorobject button.
  6. Now try to change the Width value of the Floordimensions to any greater value than 1m - it won't work.

I guess, there is an other problem here as well, related to the Width value of the Planks (!). It is very hard to reproduce, but I would advise: try to enter a value greater than 1m into the Width number field of the Floordimensions (!), and click (!) into the Width number field of Planks (!), change the value, and click into any other fields (randomly), and you will notice the floor/planks are jumping, resizing, sometimes some values (already entered!) are randomly change in other fields... Just play around a bit, you'll see what I mean.

Cheers,
DelP.

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