The Hopper, now easily rendered with Blender:

and a print from Shapeways (sadly, parts broke off in shipping):

Quote from EasyModder
That is so dang cool! I'm for sure ordering something for my son. Now, if we can combine it with one of these, we really can have large-scale Minecraft creations:
Quote from ItsJustBroomy
As well as that, the main issue is that whenever i load the level.dat into it, it's just a completely grey box where the world should be. It's completely frustrating me....
Quote from Random_Mincrafta
! C:\DOCUME~1\[USER]\LOCALS~1\Temp\mineways.zip: Unexpected end of archive
i don't see whats going wrong could someone help me?
Yes, these extra colors are meant as a fallback within Mineways, for back when not all objects had geometry and so were represented by a block of a given color. I may get rid of them. Normally you won't see these, unless you select the "Export richer color textures" option instead of "Export full color texture patterns" - it gives an interesting look if you do.What I expect you're seeing are the preview colors. I put these on so that you can get a sense of the model when you import into Blender. See step 6 of the Blender import tutorial - once you select "Textture" for Viewport Shading you'll get preview textures. Follow the rest of the steps to make glass transparent, cutout flowers render properly, etc. Let me know by email (my email is at the bottom of the Mineways pages) if things are still not working for you.Quote from UirebaeronIs my export suppose to have the extra colors.... because blender is selecting them for the colors.... http://imgur.com/GZZiibj
Quote from therealsct12233
for some reason its saying its a virus or somtin :/ my norton is saying all exe files is a virus any way for my to get this without it saying it is cause ik i had it before
Quote from SavaLLL
Very good program! You're going to share in the terrain textures into separate files? For now, no texture packs in the form of terrain.
Quote from Nny
I'm having problems with things like lava, fire, and portals not displaying correctly. I'm assuming it is due to how resource packs are now or something, as I cannot find the correct textures when I look at the texture files Mineways has created.
Is there any manual way around this currently, or do I just need to wait for an update?
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Foo, another update, as a user found that OBJ export with no materials set did nothing. Fixed.

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... followed quickly by Mineways 10.11, which now simplifies still water and lava tops.

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Mineways 10.10 is out. New feature: mesh simplification. Also fixes to how blocks connect with walls and a bunch of other minor cleanups. All changes listed here.

Here's an example showing the simplified meshes generated. Yes, they look long and thin, but it's a fairly optimal way to minimize the total number of rectangles in the scene. This export has less than half the triangles that the unsimplified scene has.
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Mineways 10.09 is out. Two serious bugs fixed: deepslate blocks and blackstone double-slab export. Details here: https://github.com/erich666/Mineways/releases/tag/v10.09

A pic of testing the deepslate blocks in Blender, which now are fine and not weirdly semi-transparent:
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Mineways 10.08 is out. This version's important, fixing some subtle property bugs on a bunch of block types, e.g., lightning rods being shown as powered when they're not.

From the imperial testing grounds, in Blender:
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Mineways 10.07 is out. Added tooltips to the export dialog, fixed some obscure export option interaction bugs, and improved the docs a bit, including an old-school image map. See the release notes here.

I haven't yet figured out how to add tooltips to menu items. If anyone knows how to do this in WinAPI, let me know!
Screenshot showing a tooltip:
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Mineways 10.06 is out. Due to popular demand, I (finally) changed the default OBJ texture export option for rendering to give separate textures instead of three giant mosaic textures. Other fixes and improvements, including a crash bug when exporting 1.12 or older worlds. See the whole list here.

In celebration of someone else actually submitting a pull request for a fix to lanterns, here's a test shot in (the free) Omniverse Create app using the high-quality Iray renderer and the JG-RTX resource pack.
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Yet another minor release, 10.05, but with some useful fixes and additions: https://github.com/erich666/Mineways/releases/tag/v10.05
For people using modded worlds, there's now a new scripting command that lets you choose what block you want used when an unknown block is encountered in Mineways. Instead of turning these into air, you can now choose some other block as a substitute.
Eye candy, a shot of a Venice build from PlanetMinecraft:
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... quickly followed by Mineways 10.04: Fix roughness and MDL emission for USD export. I noticed that constant roughness values were not getting exported for MDL shaders (though were for UsdPreviewSurface shaders), and that the emissions were way too high, due to my confusion about how the firefly filter in Omniverse is used. Official release notes here.

With constant roughness now working for all USD shaders, even vanilla Minecraft looks good in Omniverse Create:
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Mineways 10.03 is out. You likely will want this one only if you're using USD or are using JG-RTX, LunaHD, or Smoolistic. The JG-RTX textures are in better shape - one or two things were a bit funky with them. Other little fixes. See https://github.com/erich666/Mineways/releases/tag/v10.03
A shot from Omniverse of a simple test scene. I love that the illumination is computed immediately.

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Mineways 10.02 is out. Fixes to how normal maps are converted, so JG-RTX normals are better formed now. Added option to allow Mineways to zoom out further (at the risk of the program locking up). Added -suppress option for running (nearly) headless. See full list here.

Omniverse rendering of the new froglights in JG-RTX, which has also been updated with many new block textures.
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Mineways 10.01 is out. Fixes to mangrove propagules and redstone connections.

A pic using JG-RTX, which is work in progress on 1.19 but is getting there:
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Mineways 10.00 is out, supporting Minecraft 1.19 blocks and biomes. See the release notes for details - you resource pack users will want to take care with mature cocoa pods.

Here's an Ancient City with the top off, using G3D:
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Mineways 9.16 is out, release notes here: https://github.com/erich666/Mineways/releases/tag/v9.16 - the gist is that you can ignore this release unless you are having problems with Mineways reading your world, where it might help.
Just to have something visual to post, here's a fly-through from someone that I happened to notice. Short and pretty fun to see, lots of depth of field.
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Mineways 9.15 is out. Fixes for obscure bugs unlikely to affect you. See the list here. And, here's JG-RTX's pistons rendered in Omniverse, just for some eye candy:
