Bjørn Lund
Registered
Figured out a fairly easy way to UV map groove in Blender.
Anyone interested in a tutorial?
Anyone interested in a tutorial?
@Traveller will need to recompile the addon against Python 3.9.1 to make it work with Blender 2.93With Blender 2.93 any installation quits with this message:
View attachment 39502
@ Traveller: thanks for your effort![]()
Yes pleaseFigured out a fairly easy way to UV map groove in Blender.
Anyone interested in a tutorial? View attachment 39531
OK. For 2.79 or 2.9x ?Yes please![]()
2.9X pleaseOK. For 2.79 or 2.9x ?
2.9X please![]()
"Python: Traceback (most recent call last):Thanks for tagging me.
Scripts for 2.93 linked to in first post. NGONS bug referenced earlier in the thread fixed. Also includes more robust add material code.
I have completed a simple experiment showing what affect various techniques have on the mesh in rF2.
The mesh is set in Blender 2.92 with "vertex output normals" and exported using Travellers export scripts 2.80.
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TOP LEFT shows the default cube reduced in thickness on the Y axis to make a slim plate. One corner edge has been bevelled in edit mode and the blue lines show the edges marked as sharp.
TOP RIGHT image shows the mesh exported to rF2 with just the edges marked sharp. As can be seen rF2 tries to shade it as a single smooth surface.
BOTTOM LEFT image shows the same mesh but with the "Edge Split" modifier set to use sharp edges and applied. You can see it is better than before but it still exhibits some normal issues, worst of which is on the rear side that can't be seen here.
BOTTOM RIGHT image shows the mesh as before but with a "Bevel" modifier added before the "Edge Split". This looks the best with no normal artefacts but has more geometry.
Interestingly before the corner was rounded-off the mesh exported fine with just the edges marked sharp.
[...] if you are exchanging files with someone, or building models with a non-box technique, once the mesh in the project, select the object and Add Material. Edits can be applied before or after Add Material. Finally, Export GMTs via the rFactor menu.
Hmm I think this is meant to be used with cars in mind?
It sounds like you are moving/setting origin only on the mesh, not the parent.[...]
If you set only the Sphere_OBJ/child origin, the result you describe will very likely happen because the parent's origin is located where it was spawned (at the 3D cursor) during the Add Material operation.




Which means the first question that comes to mind is : have you used the Apply function on your objects?
I have never seen the technique you are describing used for rFactor tracks, so I thought I would explore how it would work. After getting origin points to work like I believe you wanted to them work, I can not see how a track could be built using this approach. But I don't know everything about 3D modeling, so I attempted to help you achieve what I thought you were after.
[....]
The one thing all of tracks had in commom was all major track and terrain objects (and usually all TSOs) had their parent and child origins set to 0,0,0 (world center)..