Egg Exporter for Blender 2.8 and Panda3D with RenderPipeline
Exporting:
- Meshes
- UV layers
- Materials
- Vertex colors
- Textures (Diffuse, Normal, Roughness)
- Armature (skeleton) animations
- ShapeKeys (morph) animation
- Non-cyclic NURBS Curves
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Automatic selection
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Apply object transform
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Blender "BackFace Culling" feature (fixed)
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RenderPipeline Transparent Shading Model. It activates only when Metallic and Transmission inputs have been set to 1.0 and Emission input to 0.0 (works with Principled BSDF only)
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RenderPipeline Skin Shading Model. It activates only when Specular input have been set to lower than 0.5 and IOR input to lower than 1.0
(works with Principled BSDF only) -
RenderPipeline Foilage Shading Model. It activates only when Specular input have been set to lower than 0.5 and IOR input to higher than 1.0
(works with Principled BSDF only)
Some of these features could be activated by default, uncheck them first if you don't use them and manually select your object(s). Automatic selection automatically selects all objects in the scene. Apply object transform will change only copy of the scene prepared for an export.
- Properties/tags
- Texture baking via Cycles
- Blender Lights
With the addition of the the Principled BSDF shader in Blender and the upcomming support for physically based materials in Panda3D it was possible to extend PRPEE to improve the workflow for artists when working in a PBR environment.
PRPEE becomes more Blender-compatible: No special Nodegroup is needed anymore
Normal mapping Setup for Panda3D (with TBS option)
Normal mapping Setup for Panda3D + RenderPipeline
To use it, you have to create a material for your mesh, set up the Principled BSDF shader by connecting at least the Image Texture shader and optionally UV Map.
The PBR node support is still work in progress, if you find important features missing please contact the developers.
Use this version of PRPEE carefully. It designed to use with RenderPipeline only. It may contain bugs and may not work for the objects with complex node system applied (something more than UVMap and Texture Image).
- Do backup of your blend files first or revert the project after exporting.
- To avoid further issues, don't save your project after export is done. Save it BEFORE exporting.
Before exporting:
- Select all meshes of the character except armature, or
- Select all meshes of the character including armature