Blender Speckle V3 Beta 4 tested

Tested with Blender 4.43 and 4.5 Beta on a Mac. Blender Publish → Blender Load tested only
(Can’t activate Speckle AddOn in Blender 5.0 Alpha)

I have no clue what features V3 Connectors for the more mainstream Apps like Revit offers already but here are my observations for Blender Connector V3 :

  • Hierarchy and Collections work fine. Great !

  • Geometry looks good. Great !

  • No Cameras. I think these exported in V2 (?)
  • Looks like basic most top level BSDF Material definitions export. Great !
  • No BSDF sub level definition, like e.g. “Emission” (color, strength)
  • Looks like Material Naming is exported. Great !
  • No Textures (As expected)
    Problem :
    When you had Textures - all BSDF info will end as default values. When you bring it back to Blender, all related Materials are the same default, white.
    Wish :
    Speckle, although not able to use certain data, keeps such definitions somewhere as a sideload, so when it is loaded to the same App later - it is not lost (?)

  • Although using the Free Plan, which means a single Project only, I have to select it again each session or each time switching between Load/Publish. And selecting the Projects needs many seconds.
    (in V2 you could switch between Projects and Models in real time)
    Wish :
    An auto-log in/connect option

  • I can’t create a new Model from Speckle AddOn (?)

  • I do not yet really get the “Model cards” and its duplicates, when I never loaded, but published (the same Model) only.
    (I do understand for doing Selections of “loaded” Model)

  • When Publishing, I need to do a Selection each time again.
    (Can be cumbersome, depending on Hierarchy)
    Wish :
    An option to publish everything.
    (Or keep/save Selection, or Publish Settings, to choose and save setup versions of which object types, colllections, … to export (or import when loading")) (?)

1 Like

Hmmh, or better …
do create “Speckle Data” from such definitions.
So maybe a Connector from a different App could possibly make also use of such data. Like from a Material, Camera or a Sun Light and import/extract those that the can support.

Revit 2024 (using 3.3.0) to Blender 4.4.1 (using 3.2.0 Beta 4):

Pros:

  • Initial import works great. Normals, collections, and material names are carried over from Revit
  • Can reimport model without getting duplicates
  • Even if the origin point on an object is moved, reimporting the file will reset both the origin and object position. Excellent!

Cons:

  • No instancing
  • No metadata
  • “Load a specific version” doesn’t work. The list is always empty.
  • Model cards are confusing. They allow reimporting from the card but do not save with the project.
  • Does not retain new materials applied to an object after re-import. We replace all materials coming from Revit with our own version in an asset browser library.
  • Modifiers and UV unwraps are not retained
  • Revit section box not fully supported. Blender will import the full mesh if only part of it is sectioned/sliced in Revit.

Hope this helps! Looking forward to testing the next version!

2 Likes

Hi,

Thanks both of you for the feedback, it’s very valuable! Here’s what we have in our roadmap:

  • UI element for creating projects and models
  • Refactoring model cards - we are aware that there are some functionality problems
  • Applying modifiers in conversion
  • Conversion of instances

These will be ready in short-term, I’ll ping this channel once we published the new version :slight_smile:

2 Likes

Great !

I lost a bit overview … but are Textures also a thing ?
(AFAIR i may have read about these have been working before in V2 … but maybe I am just mixing things up)

As - if not - that when Texture no e.g. Diffuse color is already a Blender problem.
At first, when testing, it seemed like Blender would keep an e.g Diffuse color Setting - when adding and removing a Texture overlay - but it does not … as soon as you left the Material, the pre-Texture color setting gets lost in Blender anyway …
(AFAIK, you could just get an “industry standard” behavior with adding a Color + Mix Nodes - but if I got that right (or mixed up with something else) - Material Nodes aren’t supported (?))