Thank god for this. I bought this add-on a while back and just couldn’t figure out the workflow despite Jama’s videos. This makes it so much more understandable. Can’t wait to revisit this now
The Blender community is so encouraging and supportive that sometimes praise is given where something could be said to help in the improvement of, say, tutorials, et al. so hopefully you see these as constructive and not critical. 1) *In Preferences: Interface>Resolution Scale should probably be turned up when recording a tutorial.* Even though it might make Blender look "cartoon-y" on your screen, it's a bit difficult to see your interface on a 41" monitor on full resolution. That makes it impossible to really see what you're clicking on or what's there to click on so it's difficult to follow along and see what's being done. 2) *Volume is a little low.* Although that's common and probably not a problem for headphone users, it's a bit inconvenient to have to max out every volume control in hardware and software to really hear what you're saying. 3 *A stronger structure to the presentation can be helpful.* Maybe something in an outline form or sectioned off or a summary at the beginning of what's going to be covered etc. Anyway, thanks for the contribution. Always appreciated.
Went to the discord, was about to ask if there were any new tutorials. Saw the tutorial lobby. Now I am here. Watched and now have a much clearer understanding on how to use QT. Like any addon, you have to use to improve and use without thinking. I had stopped using all the Quicktools as I was getting alot of issues. Have downloaded the latest version and from all accounts, they are all working with no crashes (yet fingers crossed!). Only suggestion, cast keys would be handy during the session. When you did the texturing then presses C to blend the textures, I had to watch that several times to see what changed in the menu! Now off to watch the other tutorials. Need to understand quickdeform better...
Lovely update, thank you Alexander for all the great work and effort. I really love Quick Texture, all this workflow should be integrated in blender by default. Can you add a quick node setup for displacement? It would be cool to use a provided heightmap (if available) or try to infer one from another map (grayscaled diffuse or roughness or AO) and tweak strength, apply low/high/band pass filter and a number of subdivisions for render/viewport settings. If performance is an issue there might be an option to avoid realtime visual update of the displacement... most of the times it would be sufficient at least to prepare the modifiers to avoid getting in and out the quicktexture node and do it for every object. I know I'm a f**king lazy ass. =P Another couple of UX suggestions: - ESC shortcut to abort the current parameter tweaking (i.e. bump strength, normal strength, hue contrast saturation, etc) with the consequent restore of the previously set value. D (or something else) for the default value. - The possibility to input a value (again for... bump strength, normal strength, hue contrast saturation, etc) by keyboard. Thank you!
Glad to see tutorials!. To be honest even though I bought quick addons I didnt use it and it was kind of reckless and assholish to not have any tutorial on youtube and only use discord that doesnt even have much in it.
Hi, I'm just trying it for the first time and I'm getting a bug in blender 3.3 where for the Ctrl+Shift+D Decal not every polygon is rendered. So I move the decal around and some polygons of the decal mesh blink in and out, it looks like an irregular grid. Would be easier to show an image. So what would be the best place to ask for feedback on this?
hello i m trying quick texture.when i try to move, scale or rotate the texture in edition mode, it s the cube itself that is scaling(s), rotating(r), or moving(g).i have blender 3.4.1
This might have already been answered but I see you loading the textures and QT converting them into materials. Is it possible to use premade material libraries from our asset libraries as opposed to going in each directory and loading maps from it?
I have a problem :( ... I give it Ctrl T and put the textures on it, but if I deselect the object and then select it again and give it Alt R to change textures I get an error message and it doesn't let me, and worse Even if I give it Ctrl T again, the program closes. Basically I can't change textures. In short, if I deselect and select again I lose everything, any solution? Thanks!
That shouldn't be the case, are you updated to the very latest version on gumroad? If you have a QT applied on an object then go into edit mode, select a face, Ctrl+T to create a new texture it will be applied only to that face on the latest
When using the interface in Japanese, an error occurs and it does not work properly. I have not tried all languages, but it is possible that other languages cannot be used properly. Can this be remedied?
Thanks Alksndr, everything you explained about this plugin sounds good. But is there a way of doing a decent displacement without jumping over the usual Blender hurdles (ie displacement modifiers etc)
Is there a way to replace a texture? so maybe I picked the wrong on by accident and and instead con adding another layer with no mast can the current layer texture be replaced?
@ALEKSNDR 25:02 I'm using RU-vid's auto-captions and the transcription says, "so if you go into the Eighth (8)-map […] this is the randomization mode […]": I don't see this key being documented in the N-panel and I'm a bit confused as for how to enter this mode. I'm not by the computer right now so I can't try the 8 key, but nevertheless, I think leaving it up to the user to remember this key, isn't ideal. In short: how do you enter the randomization mode and how do you know (without going back to this video) how to enter this mode?
Amazing Addon and tutorials. Is there any efficient/quick and easy way to use displacement map with Quicktexture ? To displace the mesh. Because in the quicktexture shader, there is no input for diplacement map.
This is awesome usefull! Would it be possible to make it load an existing material thats been already applied to an object? I am using Quixel Megascans alot and i like how i can directly bridge materials into my scene without having to go into the download folder everytime
@@ALKSNDR man that would be the dream. finally started to get the hang of this and a big fan. 'nother question. Anyway to make decals follow changes in geometry angles? (ex, I've got a concrete panel line going across the wall and to a door way that's beveled inward, the panel line decal comes up and stops at the wall where the bevel begins--and it doesnt project/wrap to the angled bevel) Edit: Disregard, found the Resolution setting, increased it, and got the desired result.
For the life of me I cannot get this to work. I have updated it to 2022. Removed it / installed it. Changed the hot key / removed it - downloaded it again. Installed it / Looked over the shader nodes / Tried different textures and all I ever get is a colored glossy object. No texture. Have tried it with JPG and PNG files - same result. Using blender 3.1. Any thoughts?
And now CTRL T has stopped working - reinstalled - checked the keymapping - ( I'm getting the feeling the my lack of a texture maybe due to an unwrapping issue. Realtime textures, Masktools and PBR Extreme work no problem. I was going to try and unwrap my cube before using Quicktexture but I can't get Ctrl T to work anymore. Perhaps there's a conflict with the tools previously mentioned tools? Will uninstall for the moment..
@@ALKSNDR Thanks very much for the reply - I'll work on it a bit more today and join the discord with a video if I can't sus it out. I'll let you know what's causing the problem if I can figure it out.....
@@ALKSNDR Hi again - sorry for using RU-vid - the Discord for Quicktools seems to be down? A little progress. If I untick Force Proc. UVs the texture appears immediately but, of course, I cannot resize without stretching etc. So it seems to be linked to forcing the procedural UVs? Happy to use Discord - could you send me a link as mine seems to be broken with a 'failed to download messages'
Hello, I just wanted to give you a heads up that quick texture seems to be bugged in blender newer than 3.3. The texture balloon and look detached when you view it in render view both is cycles and eevee on models I import with happens with blender 3.4 and 3.5. You could really see the bug when you scale in quick tools the texture dance around looking unattached. When I go back to Blender 3.3 everything is fine and I can scale texture without any issue. Hopefully these bugs can get address so I can use quick texture on the latest version of Blender. @ALKSNDR
@@ALKSNDR Thank you so much for replying. The detachment and ballooning only happens only in blender 3.4 and 3.5. It works perfect in 3.3 on the same model. So I've been using QT in 3.3 then reopening the file in 3.5 and then that same QT would work fine. But if I start QT in 3.5 it has the error and that error would carry to any version. This only happens with models I import not the ones I make in Blender. I thought it was because the models have tri faces but even after converting to quads it still had the same issues. Plus when I open that same model in 3.3 qt works great. I am using the latest version of QT.
@@ALKSNDR You know what, I just thought about what you were saying in your first reply and figured it out. I just went into the nodes and disconnected the displacement node. Now everything seem normal. And I see now that you can press 0 and lower the displacement value to 0 to remove. Thank you so much for the help!