Index  | Recent Threads  | List Attachments  | Search
 Welcome Guest  |  Register  |  Login
Login Name  Password
 

Sweet Home 3D Forum



No member browsing this thread
Thread Status: Active
Total posts in this thread: 4
[ Jump to Last Post ]
Post new Thread
Author
Previous Thread This topic has been viewed 784 times and has 3 replies Next Thread
scjo
Member
Member's Avatar

Germany, Berlin
Joined: Sep 12, 2024
Post Count: 53
Status: Offline
Reply to this Post  Reply with Quote 
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)?
----------------------------------------
Cheers - Joe //
[Oct 16, 2024, 1:28:36 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Daniels118
Advanced Member
Member's Avatar

Italy
Joined: Nov 17, 2021
Post Count: 460
Status: Offline
Reply to this Post  Reply with Quote 
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).
[Oct 16, 2024, 6:35:49 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
scjo
Member
Member's Avatar

Germany, Berlin
Joined: Sep 12, 2024
Post Count: 53
Status: Offline
Reply to this Post  Reply with Quote 
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.
----------------------------------------
Cheers - Joe //
[Oct 17, 2024, 1:05:21 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Keet
Advanced Member
Member's Avatar

Netherlands
Joined: Apr 8, 2022
Post Count: 1291
Status: Offline
Reply to this Post  Reply with Quote 
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.
----------------------------------------
Dodecagon.nl
950+ 3D models, manuals, and projects
[Oct 17, 2024, 8:11:06 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
[ Jump to Last Post ]
Show Printable Version of Thread  Post new Thread

  Get Sweet Home 3D at SourceForge.net. Fast, secure and Free Open Source software downloads  
© Copyright 2024 Space Mushrooms - All rights reserved