algorithmic modeling for Rhino
I exported it to Cinema 4D as an .obj and seems to work fine without doing anything else. Make sure the renderer is interpolating the pixels from the bitmap. Make sure there is no extra welding or mesh optimization or anything of the sort when importing.
I added one extra subdiv step to make it a bit smoother:
looks really good! it works for me now too - thank you again. Is there a certain option in c4d for interpolating the pixels form the bitmap or is it done by default?
best/chris
On the bitmap shader there is an option called "Sampling", it should be set to MIP by default, which is good. It shouldn't be set to none.
Great script, thanks a lot!
You can also check out this discussion. It's a bit old so it's possible things have changed since then but anyway...
http://www.grasshopper3d.com/forum/topics/rendering-falsecolor-data...
The definition I posted above does the same thing that I posted in that thread but better, no artifacts this time.
Hi Vicente,
I've gotten your definition to work in the past, but for some reason, I'm getting an error message when trying to reference in my mesh's.
(1. Index was outside the bounds of the array. (line: 0))
I've got a collection of differently colored mesh squares coming from DIVA and am using Rhino 5 and GH 9.0061
Any idea what's going wrong?
Thanks!
I think it only works for a single mesh. You can join them into one with the join mesh component.
In every GH workshop someone always asks me how to render geometry with colors generated from Grasshopper. I don't know why no one has yet done a proper version of this that reliably works in a plugin.
Working on it. Mind if i borrow your script as a start?
UV textures are top of the list of Scarab ;)
Sure, everything I post on this forum is under the WTFPL license.
I'd prefer my stuff to be used for privately funded commercial work rather than educational or public use, but there are no restrictions.
Hello, I used the script before and had no problems in making it work, but now for a different project I am trying to use it to map colors on a mesh composed of disjointed faces, and the mapping does not seem to work (in the image, each face should have only one color...).
I think it has something to do with the fact that vertices are duplicated, do you have any idea on how to fix it? THank you...
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