Extreme-Addons was born in response to the invaluable feedback and requirements of our user community, whose unwavering support has fueled our growth over the past four years. Throughout this journey, we have remained tirelessly committed to crafting tools that streamline workflows in the intricate realm of 3D. Understanding the challenges within this domain, we have meticulously developed sophisticated yet user-friendly addons. Our offerings cater to both amateurs and professionals alike.
Extreme-Addons is a fantastic site, (no one is forcing me to say that), the CEO of Extreme Addons is a wonderful person and I want to point out that he is not forcing me to do this review. The assistance is fantastic, and if god willing, I will now have a pay raise after this review! ... ups ... maybe I shouldn't have said that ...
We use Blender for of broadcast vfx and short animations (music videos and corporate animations).We are thrilled with its simplicity of use and its power, which allows you to manage all aspects of the 3D world, from the large community that allows a very fast learning curve, and the ability to choose between eevee with quick but excellent renderings, and cycles longer but perfect for photorealism. Also great is the constant update that constantly improves the program with incredible new featuresSurely the extra weapons are the add on such as Extreme PBR and Hdri Maker, which allow you to arrive at results of strong impact with extreme simplicity and reduced budged, in perfect blender philosophyit's great to be able to get to great 3D results with low spending and pc with "only" a gtx 1070...we are in the democracy of the 3D
I wasn't sure about Extreme PBR Evo at first as making materials is one ofthose things that is straight forward, but I was wrong about one thing, itstill takes time!Since getting Extreme PBR Evo has saved me countless hours duringprototyping different materials on my models, which means I can spend mytime focused on what matters in our team. One-click and a new material isset up and ready to go!What's even better is you can add your own textures to your libraryextending the already massive set of textures with your own custom ones.In my case I have started populating it with handpainted textures allowingme access to my bespoke textures across all of my Blender projects.
My favorite product by Andrew is the Hdri Maker 2.0 Addon. This addon speeds up tremendously setting up a scene in Cycles to showcase your work. Next to the huge library is offers, the design of the Hdri Maker is smart and unique.
"After moving from commercial Vray to Blender&Cycles I found Extreme PBR Evo very helpful when setting up our new local material library.Its ease of use and especially the way to save customized materials with few clicks makes this a great add-on to have.The added benefit of receiving regular updates makes it even more worth its money."
In case you want to move the license to another computer, you will have to press this button.
This takes you to your extreme-addons page to reset the license on your profile: -addons.com/my-account/ea-license/
Remember, Extreme PBR libraries are very large, so to fully install the library, it will require almost 100 GiB of free space on the HardDisk you indicated. It is recommended that you install the libraries in a path that is not subject to path changes.
Progress bars will be shown during the installation process.
You will be able to stop the installation when you want,
the material packs already downloaded are installed, so they will remain installed even when you cancel this process.
If the object does not have a Uv Mapping once the material has been added, a default UV mapping will automatically be added. (it is advisable to leave this button active so as to avoid wasting time). Objects that have a UV mapping will not be automatically bypassed
Due to the maximum texture limit of 24 for Eevee, this feature (Enable by default) attempts to limit the use of textures when a material has many Shaders and Fx layers. Cons: Some maps may be disabled, starting from the Fx Layers Modules, then moving on to the Modules
One some computers, there is an abnormal crash when adding a material. The bug has been reported to the Blender Foundation, until the cause is understood, keep this active if you encounter any abnormal crashes applying the materials.
If you had already installed the libraries on computer n1, You can move libraries via an External Hard Drive, It will be sufficient to move the 2 main folders of the Extreme PBR libraries EXTREME_PBR_DEFAULT_LIB and EXTREME_PBR_USER_LIB to computer n2
The bottom line is that while Filmic might be producing technically better results, it does not work along general user expectations / intuitively, since most of the work is often done in the unmanaged Solid display mode.
To add another anecdotal data point: I consider myself a beginner still (started with blender 2 years ago, strictly on a hobby basis).
At the start I used vertex colors in solid mode using vertex paint. But when rendering those colors did not appear. Also I wanted to paint inside polygons instead of just on vertices. So I switched to texture paint with material preview mode. It took me over half a year to figure out I could actually make use of those vertex colors in a material, when I started to understand how the material node trees actually worked. By that time I had already figured out you needed to be in Material Preview or Rendered mode to see the final colors and solid mode was just there to be fast.
As far as anecdotal points go I am with @Raviolini here. When creating textures for game pipelines then a color correction is most likely not the color range you want to be working in unless your pipeline has a specific one set up. For everybody doing renderings, resulting in a final image (sequence) filmic might be fine but creating for a game engine will result in wrong values that have to be converted.
Game developers using blender purely as a modeler, or people using blender for 2D or NPR art styles fall into the first category, mainly. People doing vfx or movie work, or creating renders from within blender itself fall into the second.
Sadly whenever you have an open domain renderer you will be working with data from 0 to infinity. Almost every 3D renderer nowadays work in Open Domain. The base color texture you are painting is the reflectance percentage of the incoming light, the resulting reflected light intensity will always be open domain. Assuming 0 to 1 range is wrong.
I understand what the other view transforms are trying to do, but what unaware users are getting in practice is that colors configured and viewed in Solid mode become desaturated and lose detail&contrast in rendered mode, if Filmic is used instead of Standard. In fact, I found this thread after I experienced this myself and tried looking on the web as for why Filmic looked so poor on a scene I was working with. My impression was that using a non-extreme lighting setup, the Standard view transform made colors closer to how I intended them.
Apparently the colors were not saturated enough or reflected too much light for Filmic, so correcting this fixed things up while still maintaining the intended look, which was also suggested by troy_s elsewhere:
But then, this means that there should be no expectation that colors observed in Solid mode will translate as intended to the rendered modes, which in my opinion is a usability and user-experience problem.
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I've created a chest model using blender, created a handpainted texture for it and set the whole thing up in an environment rendered with Three.js. The chest front face however has a unusually extreme shadow:
The mesh is created using this material together with the JSON data containing the geometry and UV mapping exported from Blender. I use THREE.JSONLoader to get the data at runtime.Here's a screenshot from blender showing the mesh and UV map unwrapped, it seems to be an issue with the selected face as it matches the exact shape and position of the weird shadow.
I've updated to the latest three.js release (r70) and updated the completely re-written Blender Export addon.The described issue was most likely a bug in a previous version of this exporter, an exported model using the new addon doesn't show the weird shadow.
I was wondering if there is an equivalent to the "Adjust Rigging to Shape" in Blender (maybe using an addon).
What I mean is, let's suppose that we have an already rigged character and that we create a rather extreme Shape Key that changes severely the proportions of the character. Is there an automatic option inside of Blender that allows to reposition the bones similarly to what the "Adjust Rigging to Shape" does inside of Daz Studio?
I was also wondering if the Diffeomorphic addon can do something similar. Let's suppose that we have already exported a character from Daz to Blender using Diffeomorphic. If we now import an extreme morph does Diffeomophic allows the possibility to adjust the bones and the rigging automatically?
@margrave Well afaik drivers can't change the rest pose. In daz studio the rest pose is changed, and it is changed during animation, that is, it is keyframed. Blender can't do that, there's no way you can keyframe the rest pose.
Then the purpose of animating the rest pose is to conform the armature to the mesh shape as discussed here. That is, daz studio morphs the armature together with the mesh. Think about animating a human turning into a werewolf. Suppose the werewolf gets 2.5 meters tall and also gets different proportions. In daz studio the armature conforms during the animation. In blender this is not possible.
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