Receiving colour / materials in Unreal

Although I see my colored cube in speckle.xyz (commited through blender),

I do not see where this information is stored in the json file. I want to exploit it in Unreal for coloring meshes.

I see only roughness, metalic, emissive.
The reference Id of “colors” does not have anything inside

"colors": [
                {
                  "referencedId": "6910a263613cfd2373a8f9d711d98e94",
                  "speckle_type": "reference"
                }
]

Where is color information ? Check below “MyMaterial”

 query{
     	stream(id:"98fa53b0a6"){
     			object(id:"13cc003b9be7345d32b0b0e09eb9d321"){
              speckleType
       				data
     }
   } 
 }
{
  "data": {
    "stream": {
      "object": {
        "speckleType": "Base",
        "data": {
          "id": "13cc003b9be7345d32b0b0e09eb9d321",
          "units": "m",
          "objects": [
            {
              "id": "5b5cb182d8e07d498fa81a6b4cd4e489",
              "bbox": {
                "id": "290c7bd4faad73938a625fc3df09bb44",
                "area": 0,
                "units": "m",
                "xSize": {
                  "id": "0de9a0611f92d953116293cdede9e486",
                  "end": 0,
                  "start": 0,
                  "units": "m",
                  "speckle_type": "Objects.Primitive.Interval",
                  "totalChildrenCount": 0
                },
                "ySize": {
                  "id": "0de9a0611f92d953116293cdede9e486",
                  "end": 0,
                  "start": 0,
                  "units": "m",
                  "speckle_type": "Objects.Primitive.Interval",
                  "totalChildrenCount": 0
                },
                "zSize": {
                  "id": "0de9a0611f92d953116293cdede9e486",
                  "end": 0,
                  "start": 0,
                  "units": "m",
                  "speckle_type": "Objects.Primitive.Interval",
                  "totalChildrenCount": 0
                },
                "volume": 0,
                "basePlane": {
                  "id": "1904023c0a418e0e352b2c7d1db0392d",
                  "xdir": {
                    "x": 0,
                    "y": 0,
                    "z": 0,
                    "id": "93cb376d58d4dc5775859b8f16766152",
                    "units": "m",
                    "speckle_type": "Objects.Geometry.Vector",
                    "totalChildrenCount": 0
                  },
                  "ydir": {
                    "x": 0,
                    "y": 0,
                    "z": 0,
                    "id": "93cb376d58d4dc5775859b8f16766152",
                    "units": "m",
                    "speckle_type": "Objects.Geometry.Vector",
                    "totalChildrenCount": 0
                  },
                  "units": "m",
                  "normal": {
                    "x": 0,
                    "y": 0,
                    "z": 0,
                    "id": "93cb376d58d4dc5775859b8f16766152",
                    "units": "m",
                    "speckle_type": "Objects.Geometry.Vector",
                    "totalChildrenCount": 0
                  },
                  "origin": {
                    "x": 0,
                    "y": 0,
                    "z": 0,
                    "id": "bf66d65c96b4276cc4ad6ef484fd2a1f",
                    "units": "m",
                    "speckle_type": "Objects.Geometry.Point",
                    "totalChildrenCount": 0
                  },
                  "speckle_type": "Objects.Geometry.Plane",
                  "totalChildrenCount": 0
                },
                "speckle_type": "Objects.Geometry.Box",
                "totalChildrenCount": 0
              },
              "name": "Cube",
              "faces": [
                {
                  "referencedId": "882b36dfe506e2e47a314ef35cda51c9",
                  "speckle_type": "reference"
                }
              ],
              "units": "m",
              "colors": [
                {
                  "referencedId": "6910a263613cfd2373a8f9d711d98e94",
                  "speckle_type": "reference"
                }
              ],
              "vertices": [
                {
                  "referencedId": "53863af5bcc8c7f8f9a884756b0fd03f",
                  "speckle_type": "reference"
                }
              ],
              "__closure": {
                "53863af5bcc8c7f8f9a884756b0fd03f": 1,
                "6910a263613cfd2373a8f9d711d98e94": 1,
                "882b36dfe506e2e47a314ef35cda51c9": 1
              },
              "properties": {
                "transform": [
                  0.31774580478668213,
                  0,
                  0,
                  0.46742820739746094,
                  0,
                  0.31774580478668213,
                  0,
                  -0.1604529619216919,
                  0,
                  0,
                  0.31774580478668213,
                  -0.01614813320338726,
                  0,
                  0,
                  0,
                  1
                ]
              },
              "speckle_type": "Objects.Geometry.Mesh",
              "renderMaterial": {
                "id": "362051e49632edc8f117589b82c79cc2",
                "name": "MyMaterial",
                "units": "m",
                "diffuse": -3407611,
                "opacity": 0.8654344081878662,
                "emissive": -16185324,
                "metalness": 1,
                "roughness": 0,
                "speckle_type": "Objects.Other.RenderMaterial",
                "totalChildrenCount": 0
              },
              "totalChildrenCount": 3
            }
          ],
          "__closure": {
            "53863af5bcc8c7f8f9a884756b0fd03f": 2,
            "6910a263613cfd2373a8f9d711d98e94": 2,
            "882b36dfe506e2e47a314ef35cda51c9": 2
          },
          "speckle_type": "Base",
          "totalChildrenCount": 3
        }
      }
    }
  }
}
1 Like

It’s in the diffuse prop of the render material of that object. It’s an ARGB int (which we apologise for - that’s how .NET deals with colors and we already regret going by that). @Jedd can follow up with maybe a screenshot or two & more info, he’s been hacking some really cool stuff in unreal recently for better material support.

Yep as @dimitrie said, The renderMaterial contains all the PBR material properties that you should need to convert the material.

I’ve actually implemented material conversion over on the master branch if you are interested in my implementation.

Here are some helper methods I wrote:
https://github.com/specklesystems/speckle-unreal/blob/master/SpeckleUnrealProject/Plugins/SpeckleUnreal/Source/SpeckleUnreal/Private/MaterialConverter.cpp
https://github.com/specklesystems/speckle-unreal/blob/8b15e39ff7049e94f2b850803e4559814efda7c9/SpeckleUnrealProject/Plugins/SpeckleUnreal/Source/SpeckleUnreal/Private/SpeckleUnrealManager.cpp#L219-L269

FColor has a constructor that takes a int32 ARGB color, so there is no funky conversion that you have to do.

Let me know if you run into any blockers :smiley:

2 Likes

Hi Jedd, I will check it right now. Since Panagiotis has left 20 days ago and will return after 7 months, I am doing the developments on Speckle Unreal plugin but into the Unreal Project that it is commited in our Gitlab (e.g. export LatLong, CreatedAt, UpdatedAt, info in Blueprints, Colored Materials support, and others). I am thinking to use git submodule in order to push my developments in Speckle Unreal somewhere. Where should I push them a) inside Panagiotis forked Speckle Unreal, b) make my own Speckle Unreal fork and push them there, c) inside your repo in a new branch ???
I have never used git submodules so I am not very confident about it.

Best,
Dimitrios

2 Likes

Thanks Dimitrios, It would be great to checkout your amazing work!

Could you explain a little more how you propose using git submodules, I’m not quite sure I understand how they would be used in this case.

I think the easiest way for you to share your project is by creating a fork of specklesystems/speckle-unreal on GitHub and pushing your branch there.

Please let me know your thoughts.
Jedd

1 Like

Hi,

about the git submodules, it is about having multiple repositories in one project. Speckle Unreal plugin is one among many plugins that we use, e.g. another one is Cesium maps. We have everything in one big Unreal Project named as PrismArchUnreal that we make the developments, not only for our stuff but also for your plugin and other plugins. However, if I want to push something to you it is not possible because I commit everything to my repo. So with submodules I can also commit to you without escaping from my big project.

By the way thanks, I have managed to set colors ! The Following is from Blender → Unreal

There are some issues with the cylinder and torus. The cylinder is open in Unreal whereas it is closed in Blender. The torus seems to be from 7 to 5 o clock only. Here is another perspective in Unreal

I move now to Roughness and Specular

Do you have any idea about DynamicMaterials in Unreal?

This works for diffusion
DynMaterial->SetVectorParameterValue(BaseColor, *Color);

But I can not set the specular and Roughness, nor opacity

DynMaterial->SetScalarParameterValue(Specular, 0.0f);
DynMaterial->SetScalarParameterValue(Roughness, 1.0f);
DynMaterial->SetScalarParameterValue(Opacity, 0.5f);
DynMaterial->SetScalarParameterValue(TEXT(Opacity), 0.5f);
DynMaterial->SetScalarParameterValue(Alpha, 0.5f);

I also haven’t found how these work:


static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleGlassMaterial(TEXT("Material'/SpeckleUnreal/SpeckleGlassMaterial.SpeckleGlassMaterial'"));

Where is SpeckleGlassMaterial in the project ???

3 Likes

Hi Dimitrios!

Thanks for clarifying the git submodules, that makes sense now. I will have to look a little more into what you can do with submodules to guide you how to progress best. I’ll get back to you on that.

I have managed to set colors !

Congrats! :partying_face:

The torus seems to be from 7 to 5 o clock only.

That’s odd, if I were to guess, there is a chance that you are only converting the first chunk of verticies. Speckle splits long arrays (like verticies and faces) into chunks for transport. I recently implemented a fix for this on master.

I can not set the specular and Roughness, nor opacity

Make sure you have these parameters exposed in your Material like this:

And for glass, since normal opaque materials don’t have transparency, we use a seperate transparent material.

These two materials are here SpeckleUnrealProject/Plugins/SpeckleUnreal/Content

I hope this answers some of your questions. Please let me know how you get on! :smiley:

1 Like

About the fix for torus and cylinder, it seems that I have an older fork. I will try to merge them today. In the future I will try to git submodules. Now my speckle unreal plugin is attached to the whole project.
Thanks !

It took me an hour but I have merged them. The torus is ok, but the cylinder is open.

Is it possible for you to add me to the stream you are trying to receive.

I have added you as an owner.
I have cloned the SpeckleUnreal plugin: GitHub - jimver04/speckle-unreal: UE4 plugin for importing objects from Speckle v2.
In which branch should I work to push my changes ?

Best,
D.

It seems that “Specular” is missing from Speckle renderMaterial

"speckle_type": "Objects.Geometry.Mesh",
              "renderMaterial": {
                "id": "48ddd21619f494d5478c22ddb6950f36",
                "name": "Material.008",
                "units": "m",
                "diffuse": -16777216,
                "opacity": 1,
                "emissive": -16777216,
                "metalness": 1,
                "roughness": 0,
                "speckle_type": "Objects.Other.RenderMaterial",
                "totalChildrenCount": 0
              },

Hey Dimitrios,

The RenderMaterial is a Speckle class so is generalised and does not conform to specific applications. It is therefore simplified and won’t absorb all the material attributes present in the application you’re sending from.

Specular is not part of the object model as seen here in specklepy

and here in the Core class that the specklepy models are based on

Hi Izzy,

we have reached a point where we want to improve realism in Unreal Engine, but without basic parameters we can not increase it. Apart from specular we will need a blob to load a texture (even random noise will increase realism, besides having a flat color, especially as a normal map). Can we use Mutations for adding new fields ?

I have upgraded Unreal by parametrizing several parameters (Jedd had only BaseColor paramtrized)

So the Unreal side part is pretty done !

Best,
Dimitrios

In another aspect, we seek way to send custom commits and extend the database from within Unreal, and on which initial code should we rely, C# ?

D.

Hi Dimitrios,

We plan to add texture support sometime soon. Most likley we would start work on it after the conference.
As far as adding additional PBR properties to our Objects kit, we will have an internal discussion about it.

However, it is possible for you to extend our kit to add whatever properties you want (including blobs) if you wan’t to go further than that.

Currently, If you want textured materials in Unreal, our connector allows you to override converted materials with your own Unreal material (UMaterialInterface), either overriding by material name or speckle ID. Let me know if you want a demo of this. (Tutorial on this soon also)

Jedd had only BaseColor paramtrized

That shouldn’t be the case, on master, all the PBR properties currently in RenderMaterial are being converted.

Regarding the cylinder being open, Looks like it’s open in the stream.

Is it possible for you to send us your blend file, it could be an issue with the blender connector.
Could you also tell us what version of the blender connector do you have installed.

I’ve just merged some changes to master #21 that add support for texture coordinates. Currently only supported comming out of Sketchup, but Blender and Unity are the next to get support (hopefully next week)

The forum settings don’t allow to upload zip or blend file. Can you send your email ?

Blender 2.93
Speckle Blender 0.2.0

Below is a full system log:

=====================================
= Blender 2.93.0 System Information =

Blender:

version: 2.93.0, branch: master, commit date: 2021-06-02 11:21, hash: 84da05a8b806, type: release
build date: 2021-06-02, 11:34:30
platform: Windows
binary path: ‘C:\Program Files\Blender Foundation\Blender 2.93\blender.exe’
build cflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj -openmp
build cxxflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /EHsc /nologo /J /Gd /MP /EHsc /bigobj /permissive- /Zc:twoPhase- -openmp /std:c++17 /Zc:__cplusplus
build linkflags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /ignore:4049 /ignore:4217 /ignore:4221
build system: CMake

Python:

version: 3.9.2 (default, Mar 1 2021, 08:18:55) [MSC v.1916 64 bit (AMD64)]
file system encoding: utf-8:surrogatepass
paths:
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\startup’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\modules’
‘C:\Program Files\Blender Foundation\Blender 2.93\python39.zip’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\DLLs’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\bin’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\python’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\site-packages’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\freestyle\modules’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\modules’
‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\modules’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons’
‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons_contrib’

Python (External Binary):

binary path: ‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\bin\python.EXE’
version: Python 3.9.2

Directories:

scripts:
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\modules’
‘C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts’
‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\scripts’
user scripts: ‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\scripts’
pref scripts: None
datafiles: ‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\datafiles’
config: ‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\config’
scripts : ‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\scripts’
autosave: ‘C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\autosave’
tempdir: ‘C:\Users\jimve\AppData\Local\Temp\blender_a21156\’

FFmpeg:

avcodec: ‘58, 54, 100’
avdevice: ‘58, 8, 100’
avformat: ‘58, 29, 100’
avutil: ‘56, 31, 100’
swscale: ’ 5, 5, 100’

SDL:

Version: 2.0.12
Loading method: linked (WITH_SDL_DYNLOAD=OFF)

Other Libraries:

OpenColorIO: 2, 0, 0
OpenImageIO: 2, 1, 15
OpenShadingLanguage: 1, 11, 10
OpenSubdiv: 0, 0, 0
OpenVDB: 8, 0, 0
Alembic: 1, 7, 16
USD: 0, 21, 2

OpenGL:

renderer: ‘NVIDIA GeForce RTX 3080/PCIe/SSE2’
vendor: ‘NVIDIA Corporation’
version: ‘4.5.0 NVIDIA 471.68’
extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_locations
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shader_viewport_layer_array
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp
GL_ARB_spirv_extensions
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic
GL_ARB_texture_filter_minmax
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT_Cg_shader
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_import_sync_object
GL_EXT_memory_object
GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays
GL_EXT_multiview_texture_multisample
GL_EXT_multiview_timer_query
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex
GL_EXT_raster_multisample
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_semaphore
GL_EXT_semaphore_win32
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shadow_lod
GL_EXT_texture_shared_exponent
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_win32_keyed_mutex
GL_EXT_window_rectangles
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_no_error
GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KHR_shader_subgroup
GL_KTX_buffer_region
GL_NVX_blend_equation_advanced_multi_draw_buffers
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NVX_gpu_multicast2
GL_NVX_linked_gpu_multicast
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NVX_progress_fence
GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility
GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture
GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent
GL_NV_blend_minmax_factor
GL_NV_blend_square
GL_NV_clip_space_w_scaling
GL_NV_command_list
GL_NV_compute_program5
GL_NV_compute_shader_derivatives
GL_NV_conditional_render
GL_NV_conservative_raster
GL_NV_conservative_raster_dilate
GL_NV_conservative_raster_pre_snap
GL_NV_conservative_raster_pre_snap_triangles
GL_NV_conservative_raster_underestimation
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_draw_texture
GL_NV_draw_vulkan_image
GL_NV_explicit_multisample
GL_NV_feature_query
GL_NV_fence
GL_NV_fill_rectangle
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_coverage_to_color
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_fragment_shader_barycentric
GL_NV_fragment_shader_interlock
GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough
GL_NV_gpu_multicast
GL_NV_gpu_program4
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_internalformat_sample_query
GL_NV_light_max_exponent
GL_NV_memory_attachment
GL_NV_memory_object_sparse
GL_NV_mesh_shader
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_primitive_shading_rate
GL_NV_query_resource
GL_NV_query_resource_tag
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_representative_fragment_test
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_scissor_exclusive
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_shader_subgroup_partitioned
GL_NV_shader_texture_footprint
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_NV_shading_rate_image
GL_NV_stereo_view_rendering
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_dirty_tile_map
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_timeline_semaphore
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NV_viewport_swizzle
GL_OVR_multiview
GL_OVR_multiview2
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control

Implementation Dependent OpenGL Limits:

Maximum DrawElements Vertices: 1048576
Maximum DrawElements Indices: 1048576

GLSL:
Maximum Varying Floats: 124
Maximum Vertex Attributes: 16
Maximum Vertex Uniform Components: 4096
Maximum Fragment Uniform Components: 4096
Maximum Vertex Image Units: 32
Maximum Fragment Image Units: 32
Maximum Pipeline Image Units: 192

Cycles:

CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2

OpenCL device capabilities:
Number of platforms: 1
Platform #0
Platform Name: NVIDIA CUDA
Platform Vendor: NVIDIA Corporation
Platform Version: OpenCL 3.0 CUDA 11.4.112
Platform Profile: FULL_PROFILE
Platform Extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts cl_nv_create_buffer cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_device_uuid cl_khr_pci_bus_info
Number of devices: 1
Device: #0
Device Name: NVIDIA GeForce RTX 3080
Device Vendor: NVIDIA Corporation
Device OpenCL C Version: OpenCL C 1.2
Device Profile: FULL_PROFILE
Device Version: OpenCL 3.0 CUDA
Device Extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts cl_nv_create_buffer cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_device_uuid cl_khr_pci_bus_info
Device Max clock frequency (MHz): 1800
Device Max compute units: 68
Device Max work group size: 1024

CUDA device capabilities:
NVIDIA GeForce RTX 3080
CU_DEVICE_ATTRIBUTE_MAX_THREADS_PER_BLOCK 1024
CU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_X 1024
CU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_Y 1024
CU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_Z 64
CU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_X 2147483647
CU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_Y 65535
CU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_Z 65535
CU_DEVICE_ATTRIBUTE_MAX_SHARED_MEMORY_PER_BLOCK 49152
CU_DEVICE_ATTRIBUTE_SHARED_MEMORY_PER_BLOCK 49152
CU_DEVICE_ATTRIBUTE_TOTAL_CONSTANT_MEMORY 65536
CU_DEVICE_ATTRIBUTE_WARP_SIZE 32
CU_DEVICE_ATTRIBUTE_MAX_PITCH 2147483647
CU_DEVICE_ATTRIBUTE_MAX_REGISTERS_PER_BLOCK 65536
CU_DEVICE_ATTRIBUTE_REGISTERS_PER_BLOCK 65536
CU_DEVICE_ATTRIBUTE_CLOCK_RATE 1800000
CU_DEVICE_ATTRIBUTE_TEXTURE_ALIGNMENT 512
CU_DEVICE_ATTRIBUTE_GPU_OVERLAP 1
CU_DEVICE_ATTRIBUTE_MULTIPROCESSOR_COUNT 68
CU_DEVICE_ATTRIBUTE_KERNEL_EXEC_TIMEOUT 1
CU_DEVICE_ATTRIBUTE_INTEGRATED 0
CU_DEVICE_ATTRIBUTE_CAN_MAP_HOST_MEMORY 1
CU_DEVICE_ATTRIBUTE_COMPUTE_MODE 0
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_WIDTH 131072
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_WIDTH 131072
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_HEIGHT 65536
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_WIDTH 16384
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_HEIGHT 16384
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_DEPTH 16384
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_HEIGHT 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_LAYERS 2048
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_HEIGHT 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_NUMSLICES 2048
CU_DEVICE_ATTRIBUTE_SURFACE_ALIGNMENT 512
CU_DEVICE_ATTRIBUTE_CONCURRENT_KERNELS 1
CU_DEVICE_ATTRIBUTE_ECC_ENABLED 0
CU_DEVICE_ATTRIBUTE_TCC_DRIVER 0
CU_DEVICE_ATTRIBUTE_MEMORY_CLOCK_RATE 9501000
CU_DEVICE_ATTRIBUTE_GLOBAL_MEMORY_BUS_WIDTH 320
CU_DEVICE_ATTRIBUTE_L2_CACHE_SIZE 5242880
CU_DEVICE_ATTRIBUTE_MAX_THREADS_PER_MULTIPROCESSOR 1536
CU_DEVICE_ATTRIBUTE_ASYNC_ENGINE_COUNT 5
CU_DEVICE_ATTRIBUTE_UNIFIED_ADDRESSING 1
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LAYERED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LAYERED_LAYERS 2048
CU_DEVICE_ATTRIBUTE_CAN_TEX2D_GATHER 1
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_GATHER_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_GATHER_HEIGHT 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_WIDTH_ALTERNATE 8192
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_HEIGHT_ALTERNATE 8192
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_DEPTH_ALTERNATE 32768
CU_DEVICE_ATTRIBUTE_TEXTURE_PITCH_ALIGNMENT 32
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_LAYERED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_LAYERED_LAYERS 2046
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_WIDTH 131072
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_HEIGHT 65536
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_WIDTH 16384
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_HEIGHT 16384
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_DEPTH 16384
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_LAYERED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_LAYERED_LAYERS 2048
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_HEIGHT 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_LAYERS 2048
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_LAYERED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_LAYERED_LAYERS 2046
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LINEAR_WIDTH 268435456
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_WIDTH 131072
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_HEIGHT 65000
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_PITCH 2097120
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_MIPMAPPED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_MIPMAPPED_HEIGHT 32768
CU_DEVICE_ATTRIBUTE_COMPUTE_CAPABILITY_MAJOR 8
CU_DEVICE_ATTRIBUTE_COMPUTE_CAPABILITY_MINOR 6
CU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_MIPMAPPED_WIDTH 32768
CU_DEVICE_ATTRIBUTE_STREAM_PRIORITIES_SUPPORTED 1
CU_DEVICE_ATTRIBUTE_GLOBAL_L1_CACHE_SUPPORTED 1
CU_DEVICE_ATTRIBUTE_LOCAL_L1_CACHE_SUPPORTED 1
CU_DEVICE_ATTRIBUTE_MAX_SHARED_MEMORY_PER_MULTIPROCESSOR 102400
CU_DEVICE_ATTRIBUTE_MAX_REGISTERS_PER_MULTIPROCESSOR 65536
CU_DEVICE_ATTRIBUTE_MANAGED_MEMORY 1
CU_DEVICE_ATTRIBUTE_MULTI_GPU_BOARD 0
CU_DEVICE_ATTRIBUTE_MULTI_GPU_BOARD_GROUP_ID 0

Enabled add-ons:

io_anim_bvh (version: (1, 0, 0), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_anim_bvh_init_.py)
io_curve_svg (version: UNKNOWN, path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_curve_svg_init_.py)
io_mesh_ply (version: UNKNOWN, path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_mesh_ply_init_.py)
io_mesh_stl (version: (1, 1, 3), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_mesh_stl_init_.py)
io_mesh_uv_layout (version: (1, 1, 1), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_mesh_uv_layout_init_.py)
io_scene_fbx (version: (4, 22, 0), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_fbx_init_.py)
io_scene_gltf2 (version: (1, 6, 16), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_gltf2_init_.py)
io_scene_obj (version: (3, 8, 1), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_obj_init_.py)
io_scene_x3d (version: (2, 2, 5), path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_x3d_init_.py)
cycles (version: UNKNOWN, path: C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\cycles_init_.py)
bpy_speckle (version: (0, 2, 0), path: C:\Users\jimve\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\bpy_speckle_init_.py)

Hi Jedd,

as regards parametrization, I couldn’t make it show the correct materials in runtime, and that is why I have done the above parametrization. Perhaps I am in the wrong branch ???

I haven’t tried in Editor mode.

Best,
D.