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Textures for paint 3d
Textures for paint 3d











textures for paint 3d

When I look in the X3D or DAE file with a text editor, there is no reference I can find to the PNG texture file. So, I have a few options, DAE and X3D for example, these require the texture to be alongside the file in a zip file, and when I upload them, Shapeways says there is a texture (probably because the zip file included a PNG file), but won't render it. Ideally I want to export this to Shapeways for printing in colour sandstone, or when I eventually get an Mcor Arke, print it on there. I have a model that I have applied a texture to and it renders nicely in Blender. Yes I have seen that it's been asked again and again and again, and I have tried lots of the solutions but I'm still stuck. This will do as an answer until a more detailed implementation can be made by someone down the line.Hopefully, this is a simple noob issue. Then, when the bits of paint hit objects with a paintable material, I could grab the collision point, fetch which triangle it is on the paintable texture, and then color it and some neighboring triangles to simulate paint sticking onto the object. I could shoot a projectile of paint, have it "explode" a bit when it hits something, pop out a few smaller projectile CollisionObjects (bits of paint), all hidden within a particle effect. This texture is on all of the paintable materials wrapping the objects to make them paintable. So my understanding from that was that I have a texture broken up into tons of tiny transparent triangles. Blender can do this easily (just select all objects, press space and search for unwrap, it will unwrap all together to a single texture)." "You will probably need to generate a secondary UV map (like, UV2) that covers all your paintable area in the scene and unwrap all your scene together.

textures for paint 3d

You can use the same when checking collision against the floor, to check who owns the ink." In the end all this works to splat on a texture where you store who owns the ink. You can raycast into the BVH to obtain a collision with a triangle, and then you can splat ink around by checking neighobouring triangles. I would use a BVH with triangles, and would store UVs for each triangle (you can search for how to build a BVH in a lot of articles).

textures for paint 3d

"You probably need to create a custom data structure for this on CPU, since you will need to splat around triangles and stuff. "I think this needs to be done mostly in CPU and, at most, upload a texture to a shader to show different inks" You may need to do this in C++ for performance (using GDNative)." "I would probably add something that maps triangles to UV and then have a manually unwrapped unique texture for the whole level where you paint.













Textures for paint 3d