It would not appear that directional light has any effect on cartoon shader!

It may be that the auto-shader doesn’t work with the sort of PBR materials that the exporter generally produces, or something like that–at a guess!

But yeah–I don’t really work with PBR materials or the newer versions of Blender myself, so I fear that I have little to add. I’m glad that you’ve made progress, and hope that others (such as serega!) manage to help you, or that you find the solution yourself!

Much appreciated @Thaumaturge. Even though resolution / workaround has not been reached. I still appreciate the effort. I learned blender after 2.8 I really dont want to go back because i fear id lose access to new wealth of knowledge. Its sort of unfortunate mid situation here. I personally dont want or need PBR style rendering, I want a simple toon shader and solid colors. Im going to try and figure out how to get this in a material in the new blender. Perhaps its not possible.

If this fails, ill go back to figuringout out gltf. It just sucks because im good with eggs. If I can get them to work. Do you perhaps know your old materials and how i can simple specify solid colors to faces in blender?

It just appears that the yabee export for 2.8+ simply will not export anything with a material! I keep trying different types of materials. I just want solid colors for christ sakes haha.

I think you should remove the gltf plugin and switch to using Assimp.

So would removing the pip package for gltf make it so that it defaults to assimp?

Can you describe again how you get the models from the blender?

Oh, I’m not sure that my knowledge will help you there! I’m still using Blender 2.78, with the old version of YABEE, and it may be that things have changed!

For what it’s worth, in that version of Blender I don’t generally do anything terribly fancy: I generally use a default (non-node-based) material, and add textures to it.

I just want to make sure: You’re using Maxwell175’s version, not PRPEE, right?

I am willing to get models from blender in anyway that functions at this point. Im not tied to a format. At the moment the pipeline has been blender2bam. Which i understand uses panda3d-gltf under the hood. But this has issues with directional light. How do you do it is probably the better questions. I have yabee installed. And i can get eggs IF the model doesnt have a material. So im happy with egg files if i can figure out how to do a material that it will export. Im also happing taking a complete different approach if need be.

No, neither. PRPEE didnt work for me, nor did maxwells.

Aah, I see–I don’t know that one! Fair enough; I mainly wanted to make sure that you weren’t using PRPEE. :slight_smile:

You can just use.

model = loader.loadModel("cube.glb")

This will force panda to use Assimp. Just not sure about saving custom tags.

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So export directly to glb?

Well, yes, there is no problem.

YES MATE YES. I had no idea that glb is just supported out of the box with assimp. That is SO confusing. Additionally, this weird thing happend. If I exported by the same name it didnt load the new one!!! I had to change its name?! wth is going on there? Some sort of cache? I only noticed because i changed a material and y up setting and it didnt take effect. when i exported to a different name it did. Im glad i understand better but dang thats confusing.

So in summary. GLB is support without the need for panda-gltf package. Crazy.

Now were cooking baby. ONE LAST asthetic concern. I want to keep the geometry low but shade it smooth to look more cartoony. Is this possible?

Actually I realize it might been the outline toon shading that is showcasing the poly edges. Were so CLOSE. =) You guys are the GOAT

Note that animation support out of the box is questionable, this needs to be checked additionally.

for glb? Good to know.

Panda3D will not allow something to just work. :stuck_out_tongue:

Clearly haha. So many caveats on so many different things hehe.

Yes, there is a cache of models.

Do not be lazy to read the post in full.

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