Rapid PBR Material Creator - Blender 3D Addon

$10
15 ratings

Rapid PBR Material Creator - Blender 2.8 addon that simplifies PBR material creation workflow to a SINGLE click!


Ultra Fast Material Creation Tool:

Never waste your time dragging multiple textures from the directories to Blender one by one again.
Forget about tweaking and joining tones of nodes to create one material.
Just choose a directory with textures you want to create a new material with or select them manually in popup browser window, set material's name, click "Create Material" button and you are done.


Update Material Tool:

Did you edit textures externally in Photoshop for example?
Or baked new version of textures in Substance Painter or other software?
You can reload them all with just ONE click!
Without this addon, you need to reload each texture individually what is an absolutely frustrating and extremely time-consuming process.

How To Use It:

1. Choose a path to the directory from which the textures for the new material will be loaded. Alternatively, you can select textures using popup browser window
2. Set a name for the new material
3. Choose between replacing selected materials or keeping them and adding the new one
4. Click "Create Material" button

Optional steps:

1. Change suffixes to your own
2. Choose normal map format
3. Setup transparency handling
4. Setup packed textures loading

Additionally, if your textures have been modified externally, click "Update Materials" button to update them in Blender


Addon Preferences:

In Blender preferences, you can choose between different modes that change the way the addon searches for textures.

  • Directory Mode

Addon will search for textures in selected directory (There cannot be multiple textures with the same suffix in selected directory)

  • Material Name Mode

Addon will search for textures in selected directory that have the same name as declared Material Name

  • Manual Select Mode

Addon will use textures manually selected by the user in popup file browser window (There cannot be multiple textures with the same suffix selected)


Settings:


  • Texture Directory Path

Path to the directory from which the textures for new material will be loaded (Directory and material name modes only)

  • Material Name

Name of the material that will be created.

  • Replace Selected Materials

If unchecked then the new material will be created and added to the selected objects in a new material slot.
If checked then the selected material from an active object will be replaced with a new one in all objects on the scene. (Old material will not be deleted, it will stay in the memory with 0 users)

Suffix Settings:

Textures need to have a proper suffix to be loaded properly. For example "_Color" suffix for base the color texture or "_Roughness" for the roughness texture. 
However, you can easily set our own custom suffix for each texture. Moreover, you can set multiple suffixes for one texture type!
Your setup will be saved in .blend file so you do not need to tweak this every time you open Blender.

  • Textures Supported By The Addon (and their default suffixes):

- Color (_Color _BaseColor _Diffuse _Diff _Albedo)
- Normal (_Normal _Norm)
- Bump (_Bump)
- Ambient Occlusion (_AmbientOcclusion _AO _Occlusion)
- Emission (_Emission _Emissive _Emit)
- Displacement (_Displacement _Disp _Height)
- AlphaMask (_AlphaMask _Alpha _Opacity _Transparency)
- Packed (_Packed)
- Metallic (_Metallic _Metal _Metalness)
- Roughness (_Roughness _Rough)
- Specular/Reflection (_Specular _Spec _Reflection _Reflect)
- Glossiness (_Glossiness _Gloss)

On Windows suffixes are case-insensitive, meaning that for example suffix _Color will match MyMat_Color, MyMat_CoLoR, and MyMat_cOLOR files, so additional suffixes like _color are redundant and you do not need to add them.
On Linux and iOS suffixes are case-sensitive, meaning that for example suffix _Color will match MyMat_Color but not MyMat_color, so for each combination of cases you need to add a separate suffix.

Advanced Settings:

  • Normal Map Format

On what normal map format to operate. (DirectX - invert normal map, OpenGL - do not invert)
Blender uses OpenGL normal map format so if loaded normal map is saved in DirectX format its green channel needs to be inverted for the proper effect else it will be concave instead of convex and vice versa.

  • Use Transparency

If checked then the alpha channel of the color texture will be used as a mask for transparency.

  • Use Alpha Mask

If checked then alpha mask texture is used as a mask for transparency.
  • Transparency mode (EEVEE only)

What transparency mode (Blend Mode and Shadow Mode) should be set in material settings.

  • Use Packed Textures

Enables user to use one texture with up to four different grayscale textures in each of a texture's image channels (Red, Green, Blue, Alpha)

  • R, G, B, A Packed Channel

Texture type of the grayscale texture in the specified channel.
(Supported texture types: Metallic, Roughness, Specular/Reflection, Glossiness, Ambient Occlusion, Displacement)


Support:

Please contact me on Gumroad directly or send an email to the address provided in a license file.

There are two PBR material workflows and they are not compatible with each other. One uses metallic and roughness textures while the other uses specular and glossiness textures (other textures like color or normals are common for both workflows). This error appears if the addon detects textures of two different workflows in the directory and do not know which one to use.
You should have either only metallic and roughness textures or only specular and glossiness textures in the directory you have chosen. If you want to know how exactly these two workflows differ I recommend this guide: link

It means that the addon has found two texture files matching suffixes for some texture file and do not know which one to use.
For example if you have MyMat_Color and MyMat_C in searched directory and for color texture type you have _Color and _C suffixes set then this error will be thrown. But if you have only _C suffix set then only MyMat_C file will be found and no error will occur.


Notes:

NOTE: This addon supports both Roughness/Metalness and Specular/Glossiness PBR workflows. However, Blender uses Roughness/Metalness workflow only. Using Specular/Glossiness workflow may result in a slightly incorrect look of the material.

NOTE: Material will be automatically added to the selected objects. (If no objects selected, material will still be created but with no users)

NOTE: If "Use Packed Textures" is checked and some texture types are set in channel settings then the addon will stop looking for these textures, it will try to load them from packed texture file.

NOTE: Substance Painter export presets are also provided. If you want, copy them to:
Windows: C:\Users\*username*\Documents\Substance Painter\shelf\export-presets
Mac OS: Macintosh > Users > *username* > Documents > Substance Painter > shelf > export-presets


Changelog:

1.0.3 - Release version

1.1.0 - Added displacement textures support, Added better normal map inversion technique, Rebuilt node creating function

1.2.0 - Added Specular/Glossiness PBR workflow, Fixes for MacOS, Added texture coordinates node, Other small fixes

1.2.1 - Minor fixes, Debug info

1.2.2 - MacOS path fix

1.2.3 - Adapted to the new Blender API

2.0.0 - Packed textures and transparency support

2.0.1 - Grouped normal map inverter

2.0.2 - Minor fixes

2.1.0 - Changed displacement node name to bump and added true displacement texture support

2.1.1 - Adapted to the Blender 2.83 API

3.0.0 - Added two new ways of selecting textures and support for alpha masks

3.0.1 - Changed ambient occlusion map mixing method

4.0.0 - Added possibility to use multiple suffixes for one texture, cleaned up material nodes creation, fixed case-sensitivity settings for different platforms

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$10

Rapid PBR Material Creator - Blender 3D Addon

15 ratings