3075 Posts
Add-on has been updated to support Eevee. This renderer is still young and obviously not as powerful as Cycles so I had to simplify somehow the materials to make it work. But don't worry, Cycles output and options remain untouched.
Remember that LEGO scenes require a lot of resources. So if you want to display large models in your viewport with Eevee, you'd better have a very decent graphic card in your workstation.

2 Feb 2020, 11:07
4 Posts
Thanks a lot!
Eevee is great to fast rendering before going full-on with Cycles.
2 Feb 2020, 17:51
233 Posts
2 Feb 2020, 21:03
50 Posts
5 Feb 2020, 15:57
548 Posts
9 Feb 2020, 14:58
20 Posts
So, Blender 2.82 is out, I have not tried but should everything work fine? I will probably run 3 version of Blender on my system, as some add ons still require 2.80 etc..
15 Feb 2020, 09:19
14 Posts
I'm having some issues with the latest importer in 2.81.16

It could be user error but hopefully you can help.

I'm not sure if it's shader side or the import side but the normals on the object seem overly smoothed, here is an in progress render of some pieces imported with the new advanced plugin, bevels set to 6


Notice the reflections are overly "wrapped"

Now here's some geometry imported with the old plugin in the same scenerender


notice the reflected image is cleanly straight across the rounded edge of the object and correct
16 Feb 2020, 01:36
3075 Posts
Add-on updated to 2.1.4 See Change Log for new features and bug fixes.
10 Mar 2020, 04:59
Edited 10 Mar 2020, 04:59
4 Posts
Hello, I've just dowloaded revision 2.1.4 on blender 2.82 after prior removing of previous version and restart blender. If I import a file with this revision I've quick error msg without any importation. Do u have any idea on this issue. Thanks a lot
11 Mar 2020, 12:32
3075 Posts
@TheDA04 can you post a screenshot of the error message. I cannot do much without this information.
11 Mar 2020, 20:38
3075 Posts
New version 2.1.5 - Fixed error occurring when no objects are selected in the viewport before importing a zmbx file.
12 Mar 2020, 07:47
Edited 12 Mar 2020, 07:48
4 Posts
My issue when I imported files has been solved with update 2.1.5. Many thanks
13 Mar 2020, 16:57
3075 Posts
Add-on has been update to version 2.1.6
It is now using the normal map stack from the new Mecabricks part system. Normal maps were used almost exclusively to bake the bevel shader. Therefore the specification was only partially implemented for Eevee which bypasses the bevel node in Blender. However, I started to use the normal map system for parts like 66830 and 66381. This update brings the full support of the normal textures for Eevee and Cycles. Cycles is still nicely ignoring the baked bevel shader maps to use the built-in node instead which gives much nicer results.
31 Mar 2020, 02:26
3 Posts
Hi, I'm using Blender 2.82 version, and advanced-addon. All great, but one problem.
the last version has the scratch function but in this newest version, I couldn't find where it is.
4 Apr 2020, 15:08
3 Posts
Hey Scrubs! I've purchased the High-Res Minifigs add-on yesterday. Thank you for the great amount of work put into it!
Been reading through some post on the forum and you mention that the downloaded .zip file includes "install" pdf. However, there is none present in the zip file I've downloaded. Any way I can get it?
Thank you!
11 Apr 2020, 15:07
11 Posts
Hey, I am wondering whether in Blender, you could remove the fingerprints etc on particular objects but not all?
10 May 2020, 09:53
233 Posts
Sure; you have to keep in mind that the export is optimized for Blender, which means that parts and materials will be instanced to save memory, which means that identical parts with the same color mostly share the same material and mesh data, if I'm not mistaken.
So, to remove fingerprints from individual parts, you'd have to select said part and - if it isn't the only presence of said part and color - free them from their instancing. If both part and material are instanced, you'd have to free the mesh instancing from the part you want to have no fingerprints on (by heading over to the "Object Data Properties" window, then clicking on the number of users of said mesh to make it a single-user copy), then the material (by heading over to the Material Properties" window, then clicking on the number of users of said material to make it a single-user copy). You can then go into the Shader Editor and bring the "Fingerprints" value of said new material to 0.
If the part you want to remove fingerprints from is only present once, you most likely won't have to free it; if you have several identical parts you want to remove fingerprints from, you can assign them to the new mesh/material you have created to save memory too by selecting these pieces you want to free (with the one part that has the new mesh and material data selected/highlighted), then pressing [Ctrl]+[L] → "Object Data" (and "Material", though that should be covered in theory).

Video link (timestamps in description): https://youtu.be/EyF1aBOBW3E
10 May 2020, 10:34
Edited 10 May 2020, 10:53
11 Posts
Thank you! And do you know why on import I dont see bevel select box anymore? are these automatically imported
10 May 2020, 10:41
3075 Posts
Thanks NGCHunter2 perfect answer
@danpet In Blender 2.8x you need to show the importer preference (Cog button on the top right corner of the import window).
10 May 2020, 11:24
11 Posts
Okay perfect, and just to clarify what is Bevels and what is the advantage of using them?
10 May 2020, 12:03
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