Rendering FalseColor data - Grasshopper2024-03-29T14:50:46Zhttps://www.grasshopper3d.com/forum/topics/rendering-falsecolor-data?commentId=2985220%3AComment%3A107634&feed=yes&xn_auth=noA new procedural shader was r…tag:www.grasshopper3d.com,2010-12-14:2985220:Comment:1424452010-12-14T12:56:54.153ZVicente Solerhttps://www.grasshopper3d.com/profile/VicenteSoler
<p>A new procedural shader was released today that enables you to render mesh vertex colors directly in Brazil for Rhino. You can download it here:</p>
<p><a rel="nofollow" href="http://brazil.mcneel.com/forums/t/1313.aspx">http://brazil.mcneel.com/forums/t/1313.aspx</a></p>
<p> </p>
<p>A new procedural shader was released today that enables you to render mesh vertex colors directly in Brazil for Rhino. You can download it here:</p>
<p><a rel="nofollow" href="http://brazil.mcneel.com/forums/t/1313.aspx">http://brazil.mcneel.com/forums/t/1313.aspx</a></p>
<p> </p> Increasing the resolution won…tag:www.grasshopper3d.com,2010-11-07:2985220:Comment:1295882010-11-07T04:18:45.451ZVicente Solerhttps://www.grasshopper3d.com/profile/VicenteSoler
Increasing the resolution won't make any difference. Using this script, the resolution depends on the vertices of your mesh. There is no color information in between the vertices. Subdivide the mesh to get a higher resolution.
Increasing the resolution won't make any difference. Using this script, the resolution depends on the vertices of your mesh. There is no color information in between the vertices. Subdivide the mesh to get a higher resolution. It's not exactly the same. Wh…tag:www.grasshopper3d.com,2010-11-07:2985220:Comment:1295872010-11-07T04:15:39.754ZVicente Solerhttps://www.grasshopper3d.com/profile/VicenteSoler
It's not exactly the same. What i posted in that thread is for coloring multiple objects with a single color each, this one colors a single mesh with a different color on each vertex. Nevertheless, this one gave me some problems (as you can see in the rendered image), i think it has to do with using rhinocommon, i did the other one using the old sdk and it worked perfectly. It should be simple enought to rewrite this one in the old sdk, ill try some other time.
It's not exactly the same. What i posted in that thread is for coloring multiple objects with a single color each, this one colors a single mesh with a different color on each vertex. Nevertheless, this one gave me some problems (as you can see in the rendered image), i think it has to do with using rhinocommon, i did the other one using the old sdk and it worked perfectly. It should be simple enought to rewrite this one in the old sdk, ill try some other time. fantastic! thank you!tag:www.grasshopper3d.com,2010-11-05:2985220:Comment:1292992010-11-05T19:29:34.216ZTim Bankshttps://www.grasshopper3d.com/profile/TimBanks
fantastic! thank you!
fantastic! thank you! I think Vicente reposted the…tag:www.grasshopper3d.com,2010-11-05:2985220:Comment:1292982010-11-05T19:24:09.880Ztazhttps://www.grasshopper3d.com/profile/taz
I think Vicente reposted the definition with a bit more explaination here:<br />
<br />
<a href="http://www.grasshopper3d.com/forum/topics/solution-to-baking-multiple?xg_source=activity" target="_blank">http://www.grasshopper3d.com/forum/topics/solution-to-baking-multiple?xg_source=activity</a>
I think Vicente reposted the definition with a bit more explaination here:<br />
<br />
<a href="http://www.grasshopper3d.com/forum/topics/solution-to-baking-multiple?xg_source=activity" target="_blank">http://www.grasshopper3d.com/forum/topics/solution-to-baking-multiple?xg_source=activity</a> Vicente,
I am attempting to u…tag:www.grasshopper3d.com,2010-11-05:2985220:Comment:1292922010-11-05T19:19:45.776ZTim Bankshttps://www.grasshopper3d.com/profile/TimBanks
Vicente,<br />
I am attempting to use your mesh_uvtexture ghx file however the resulting .bmp file is only 8x8 pixels. Is there a way to increase the resolution?<br />
<br />
Thanks!
Vicente,<br />
I am attempting to use your mesh_uvtexture ghx file however the resulting .bmp file is only 8x8 pixels. Is there a way to increase the resolution?<br />
<br />
Thanks! Thats hot! Very nice man!tag:www.grasshopper3d.com,2010-10-20:2985220:Comment:1076492010-10-20T13:48:05.099ZLuis Fraguadahttps://www.grasshopper3d.com/profile/LuisFraguada
Thats hot! Very nice man!
Thats hot! Very nice man! Yes, it only works with surfa…tag:www.grasshopper3d.com,2010-10-20:2985220:Comment:1076342010-10-20T12:22:01.976ZVicente Solerhttps://www.grasshopper3d.com/profile/VicenteSoler
Yes, it only works with surfaces but the OP said he was meshing surfaces so it should work for him. 2.5D meshes is also simple enough to solve, the problem is meshes with an unordered set of points.<br></br>
<br></br>
In the example below i tried to convert mesh vertex colors into a uv-mapped bitmap. Since unfolding the mesh must be pretty complicated i used a tacky method that consists of duplicating the vertices so that each face uses a unique vertex (using more memory that necessary), then i painted…
Yes, it only works with surfaces but the OP said he was meshing surfaces so it should work for him. 2.5D meshes is also simple enough to solve, the problem is meshes with an unordered set of points.<br/>
<br/>
In the example below i tried to convert mesh vertex colors into a uv-mapped bitmap. Since unfolding the mesh must be pretty complicated i used a tacky method that consists of duplicating the vertices so that each face uses a unique vertex (using more memory that necessary), then i painted the color of the vertices into a bitmap texture forming squares (one for each face) that are ordered in rows and columns. Still i don't seem to have the logic of the texturecoordinates right since some vertices are not getting the right color.<br/>
<br/>
<p style="text-align: left;"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768622159?profile=original" alt=""/></p> yes, this is a nice approach…tag:www.grasshopper3d.com,2010-10-19:2985220:Comment:1072742010-10-19T11:23:03.382ZLuis Fraguadahttps://www.grasshopper3d.com/profile/LuisFraguada
yes, this is a nice approach Vicente. This works well if you have a surface to begin with, but sometimes this is not the case, and often this input mesh has no decipherable uv correlation. I suppose you could get the underlying bounding box plane of the mesh, divide it to a certain resolution, and find the closest point in xy and use that point's color as the pixel color for the bitmap...
yes, this is a nice approach Vicente. This works well if you have a surface to begin with, but sometimes this is not the case, and often this input mesh has no decipherable uv correlation. I suppose you could get the underlying bounding box plane of the mesh, divide it to a certain resolution, and find the closest point in xy and use that point's color as the pixel color for the bitmap... Ok. I found a solution that w…tag:www.grasshopper3d.com,2010-10-19:2985220:Comment:1072222010-10-19T09:29:50.250ZSimon Kallioinenhttps://www.grasshopper3d.com/profile/SimonKallioinen
Ok. I found a solution that works for this project. I used the Mesh Explode module from [uto]s Mesh Analysis tools with interpolate color set to true. This removes the smooth gradient on the meshes and sets each of the faces to one color only. Then a small RhinoScript that takes the vertex color and sets it to the material color.
Ok. I found a solution that works for this project. I used the Mesh Explode module from [uto]s Mesh Analysis tools with interpolate color set to true. This removes the smooth gradient on the meshes and sets each of the faces to one color only. Then a small RhinoScript that takes the vertex color and sets it to the material color.