Hi! Painting with a graphic tablet (with pressure and tilt support) is already supported. Could you please contact me on discord so I can investigate the problem?
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You can easily customize exports: select the Material node, hit Control+W, click the pencil button, go to the Export tab, select the Unity export and remove the files you don't want (or you can duplicate the export target if you want both options). You can then copy your custom Material node using the node's context menu (copy and paste items).
Et si t'as encore des questions, n'hésite pas à me contacter sur Discord. ;)
Unfortunately, you won't do much with Material Maker without a decent GPU (all it does is generate and execute shaders).
You could still try to run from sources (you can easily switch to GLES2 in Godot's top right corner).
I just bought a Macbook Air M1 a few days ago (new, decent deal). I'll probably enter Apple dev program thing so I can sign MM 1.0 and Mac users no longer have Gatekeeper messages as first experience.
As for videos, I guess you're confusing with Arnklit who did many great videos about MM (I focus on coding and don't create videos), and also contributed quite a few nodes. And you may also want to check his "river" addon for Godot.
I figured it would work, because a user had the exact same problem as you. I asked him to test that trick (I was confident it would work because of how Godot works), telling him I wasn't sure it would work, but that was worth a try. And it worked (it's a hack, it's not the same as a cleanly released MM for 32 bits Windows).
So I just let this as a possible solution. I'm not sure it will work for everyone, but if it does work for you, it's great. But if it did not, I just could not help you.
So I'd rather make it clear it's not supported, so users are not mad at me because I release untested software.
Beware, MM creates combined shaders when connecting nodes, so combining 3 or 4 non non-heavy nodes can generate a heavy shader (and unfortunately, it's not possible to catch those problems gracefully).
I'm planning features to analyze, predict and fix performance problems, but I'm not sure they will be available this year.
Anyway, if you can provide step by step scenarios that lead crashes, please don't hesitate to contact me on Discord.
I'm not completely sure (I don't have Macs to test), but I this MM 0.97 doesn't work on a Mac M1, but 0.98 will. Could you please test a dev release? You can download it here (you'll have to be logged in on Github, download links are at the bottom of the page): https://github.com/RodZill4/material-maker/actions/runs/1574193793
OK, just checked and it seems the xattr command in the devlog I mentioned in my previous message will work.
In case the xattr command fails because the mounted volume is read-only, you may want to duplicate the volume and use the copy.
Hi, could you please describe what happens when you try to start Material Maker so I can try to provide a fix? Please don't hesitate to join the discord server so we can chat and find a solution.
Thanks a lot in advance.
That's because you unzoom the graph. If your graph is too big, you should start creating node groups.
I cannot really change that behaviour, it's provided by Godot (and the connect zone is already bigger than the default one).
The addon part is obsolete, for now. It is possible to make it work, but has little value for now (export from standalone tool is smooth). I will probably make it work again in a few months.
Hmm did you try the predefined brushes in the brush panel? Clicking the checkboxes just enable the different channels of the brush, but you still have to create the brush graph.
Please don't hesitate to join us on Discord if you need help. It's much more convenient than this comment section.
That was a special release for April Fools in 2020. It worked, but I was not satisfied with the result, so those features are not in Material Maker anymore. I might give them another try once compute shaders are available in Godot 4. But maybe not in Material Maker.