Germany, Berlin
Joined: Sep 12, 2024
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Texture Color vs Base Material Color
I linked two sample images in my questions about texturing. The texture has a perforation pattern in alpha, while in RGB all pixels are neutral white, because I thought that might somehow blend with the base colour. The geometric question is answered there.
Now I'd like to learn more detail about textures and colour:
The upper and lower image use the same texture. When I change the base material's colour, in blender the entire part changes. How can I in SH3D as well keep the base colour of the material in the perforated part, i.e. ignore, or at least transform the texture's RGB values?
I am actually not interested to colour the object by this texture, only to "perforate" it.
Later, I might wish to change the object's base colour or other material properties. Must I also alter the texture's RGB in that case or can I have the textured faces match the not textured ones in colour, automatically?
Is there some reference documentation which material base properties interact with which texture channels in which way (override, blend some way, ignored)?
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Cheers - Joe //
Italy
Joined: Nov 17, 2021
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Re: Texture Color vs Base Material Color
SH3D doesn't offer such features because it uses a very basic shading model, but if your only concern is to keep the files small, then you should be able to achieve this result by changing the proportion of RGB values for global illumination and diffuse color for each material (but you have to do this with an external program).
Germany, Berlin
Joined: Sep 12, 2024
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Re: Texture Color vs Base Material Color
THX for clarifying. First I need to learn what exactly the different K* values in a *.mtl file control, and how the according map_K* interact.
"External program" is the keyword for me. My final solution will probably be a script that reads the *.obj, finds and reads the *.mtl, takes the K* numbers of interest and accordingly modifies the texture file stated as map. With python or bash/awk plus Image Magick that should be feasible. I'm just too scatterbrained to do it manually with only few mistakes. Or maybe too stuck up.
It's going to be a case for the experience thread I just opened.
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Cheers - Joe //
Netherlands
Joined: Apr 8, 2022
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Re: Texture Color vs Base Material Color
On the Dodecagon documents webpage there is a manual available that explains the values in a MTL file. All these manuals are geared towards Sweet Home 3D users, in most cases resulting in a much simpler explanation of things.
In this thread from GaudiGalopin3324 you can find some discussions about how some values respond to changes. But it's a long thread that touches many other aspects, mainly lighting scenes for photo rendering, so you will have to read through it to find the MTL value parts. On the other hand, it's a very educational thread where you can learn a lot about Sweet Home 3D.
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