Blego Bricks + Plastic Shader
1. In your new blend file, go to 'File' > 'Append'
2. Select the blend file with the Blego material, and click "Append" to browse its contents.
3. In it, go to the folder called "Material" (or "Mesh" or "Object" or "Texture" or something else depending on what you want to append)
4. Select the material(s) you want to import and hit "Append".
The material is now a part of your scene and can be accessed from the 'Materials' tab.
1. Append the material in a new Blender scene
2. Hit the Shield button (Fake User) next to the material name
2. Go to File > Defaults > Save Startup File
Now the material will be a part of Blender forever.
Optix doesn't support some nodes like the 'Bevel' or the 'Ambient Occlusion' node. It doesn't matter if they are connected to the material output or not, but if they are even present in the shader editor window, the scene will no longer render. Try it out with a fresh scene.
Blego uses the Bevel node for its Edge Wear function and hence doesn't work in Optix. Please use CUDA instead.
Sorry about this, it is a bummer, I know. But we just have to wait for the Blender devs to fix it.
The Edge Wear function uses the 'Geometry > Pointiness' and the 'Bevel' nodes, both of which are only supported by Cycles. So this function will currently not supported by Eevee, everything else will work just fine.
No, there is simply no need of UV unwrapping. The shader works just like that.
The studs/ knobs on the bricks use UVs, but they have already been unwrapped for you. Enjoy! :)
You need to apply scale.
Select model. Hit 'Ctrl+A'. Select 'Scale'.
There are 279 different bricks in the product as of now.
I will keep adding more with future updates.
They are made according to the existing Lego system, so that you can 3d print any of the Blego brick, and it will be compatible with any Lego/ Duplo sets in the world.
They appear big, because 1 Blender unit = 1mm.
Yes, Blego is is compatible with both Cycles and Eevee rendering engines.
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