Materialize - handy free tool that converts an image to PBR textures

http://www.boundingboxsoftware.com/materialize/index.php

I use it, fiddle with it, like it so far. The GUI is a bit ass but you will get used to it. Does great tiling.

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Such a mess it’s Windows-only :frowning:

ýeah, its pretty juvenile software, built in Unity. It gives me better results than Crazy Bump and I don’t have to manually override some RAM addresses every time I want to use it… it’s not my fault some bits of RAM get corrupt and disable the trial lock.

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Oh, no! Such a tragedy! Whatever will we do! :grin:

It works under wine
if you can’t see any text just put arial.ttf under ~/.wine/drive_c/windows/Fonts

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it’s a Unity project so maybe it’s a matter of compiling it to mac and Linux.

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Do you utilize any blender pbr addons to use the texture or just create a material definition in jme?

whatever you like :wink:
I use blender Principled BSDF material and export to GLTF format then convert to j3o, it works like charm.

BTW GLTF io exporter importer add on works now with blender 2.8 but still there is some of issues the import function didn’t work but export did.
if you want to walk on the bleeding edge.

Im experimenting with appending the Blender glTF2 pbr material (which also appends the nodes) and my existing models material and so far looks good.

Wiped out the existing texture links during the append but doesn’t matter since you have to reassign the textures to the new pbr materials anyway. It did keep the original materials and the vertex assigned to the original materials so its just a matter of selecting the old materials and assigning them to the new pbr material.

Havent tried exporting yet, have to install the latest glTF2 scripts since old ones were not working for me.

I was looking at the bsdf stuff so I will give that a try also.

Materialize looks very promising once I figure out the asset pipeline.

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Materialize keeps throwing ransom ware warnings from Mcaffe…

Edit: Looks like it has to be run as administrator. Download says it should work when in a location with read/write permission for the temps but guess that’s not entirely true.

Have been trying with new glTF-Blender-IO addon recently and thought to share a few things you might find useful.

Here is how you construct a bsdf shader with diffuse , metallic roughness and emissive map, (you can add the normal map the same way to normal slot)

Also there is an issue with animation export in current branch I have already reported the issue and hope they fix soon

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Just to make things easier for you: you know that a Node can give output to many other nodes.
for example, in your shader node you could use just one UV mapping and one Mapping the result would look similar to this:

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The export issue probably explains why my animations were fried when testing.

I have some other comments on the node setup but I will start another thread for it.

i also suggest not just vine, but virtualbox solution. just share folder from virtualbox and run materialize on virtual machine then collect files and disable machine when no need to use. there are free time limited windows temporary licences for virtual box as i remember.

VirtualBox is open source. You might be thinking of VMware?