MustardTools Add-on 0.5.0
Added 2023-05-31 20:05:33 +0000 UTCThis update is mainly for model creators!
Hi!
A new version of MustardTools is available:
https://github.com/Mustard2/MustardTools/releases/tag/0.5.0
The main new feature is the tool to create one RGB image from 3 grayscale images.
Note on why this might be useful: Blender allocates memory for each image regardless of their content (a 200kb png and a 30mb tiff will consume the same VRAM if they have the same size). Since the gray images only use one channel (one number to display the gray, i.e. the intensity of the white), we can pack 3 of them in one single RGB image and then use the Separate RGB node to get all 3 information channel separately from one single image. That is a 66% decrease in VRAM consumption!
As a note, I think we could in principle also add the Alpha channel (so a 75% instead of 66%), but I have to check if this is possible. :)
Comments
Thanks for your reply!! I'm looking forward to the results!! :)
n_Tau
2023-09-02 13:15:33 +0000 UTCHi! Maybe I have to check, it might be a bug or that I need to tweak the shadera bit for Cycles :)
Mustard
2023-09-01 08:26:10 +0000 UTCHi Mustard! How could I use the wet anddirty effects of MustardUI 0.5.0 properly with cycles renderer? They look perfect in eevee, but it look weird in cycles, maybe I did something wrong... Looking forward to your reply:)
n_Tau
2023-08-30 20:10:02 +0000 UTCSo yes, it's great to pack specular/roughness/metal/bump etc.. into one image instead of separately
Mustard
2023-06-01 18:02:21 +0000 UTCAs far as I understood (correct me if I'm wrong), alpha channel is the "4th" color channel (in the sense that is like rgb channels for information carried). In Blender you can easily import images with alpha channels, and you can safely extract information also from that channel (it's the Alpha output of Image nodes). So in principle it would be nice to have 4 images packed into 1 instead of "only" 3 (as in the games, as you said) :D
Mustard
2023-06-01 18:01:40 +0000 UTCYou mean like many game engines use? For example metalness, roughness and AO in the R, G and B channels? Been doing some modding for Snowrunner, and there we use that combination, called a shader texture in that game atleast. But without a node for separating RGB and A in blender shader editor, could you maybe pull the alpha from the combined shader texture, directly from the alpha out? From the image texture node to the shader? If that makes any sense. I'm guessing you already know if that is an option or not, being far more experienced in Blender than I am, but figured I'd mention it still. Partly for my own curiosity lol :)
Torstein Gunnes
2023-06-01 16:31:21 +0000 UTC