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01. Blender
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We have switched to version 2.80+, all files before Factorio 1.0 were saved in 2.79 or earlier.
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We use addons! https://github.com/wube/Factorio-GFX-tools/wiki/Blender-Addons
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Every .blend file has View layers set up, with compositor nodes for file output.
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The compositor nodes are generated using V-tools “Generate Nodes” function.
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To output AO, Height or Shadow passes corectly, the View layer name must end with:
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“-main” for AO. This view layer is used as the main pass, and as an extra it also outputs the AO.
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“-height” for height map. This view layer will output only the height pass through material override. The material, and the override is automatically set by “Generate Nodes”. The “HEIGHT” material can be tweaked if the color range isn’t right for the model.
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“-shadow” for shadow. The Shadow pass will automatically be enabled, and “ShadowShitter” compositor node will be created and added into compositor nodes automatically by “Generate Nodes”.
We often use .py scripts control rendering, you can read more here:
https://github.com/wube/Factorio-GFX-tools/wiki/01.-Blender---Rendering-scripts
Scenes with many frames tend to take a lot of time, so we sometimes render on multiple computers, you can learn how here:
https://github.com/wube/Factorio-GFX-tools/wiki/01.-Blender---Multicomputer-rendering
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finalized .blend files should either have all images packed, or all of the images should be in /textures folder.
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V-tools has “Pack images” function, which is identical to File - External files - Pack all.
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V-tools has “Unpack images” function, which is a bit different from File - External files.