From procedural texture to image texture (How To)

Hi Laurent, very cool new addition! This could be useful in many ways, one of them is the ability to generate masks for various advanced materials allowing interesting procedural texturing. For example, by emphasizing the edges of a mesh, you can generate a mask for an edge-wear effect. Your tool will show its full potential when McNeel works out some missing components for creating materials and texturing in Grasshopper.

  1. I really hope that adding or preserving existing UV will sooner or later be part of the native tools in Grasshopper within the Model Object component, but is there a way for now to be able to transfer UVs from one mesh with the same topology to another? In this case, all I do is modify the vertex colors.

  2. Could you write something more about how to define the input mC (Mesh with colors)? I would like to use some arbitrary mesh with color information defined in any way and get a texture from it. There are potentially many different colored meshes obtained with different tools created by Daniel Piker or yourself, which would be nice to be able to process into a texture (let’s note that a normal unwrapped texture, not a special one like 1x256 px). With such a regular texture it is easier to continue working with defining materials.

I have one mesh with vertex colors here (which I unfortunately had to manually unwrap) could you show me how to process it so that I can convert its colors to a texture?

mesh colors unwrap.3dm (174.7 KB)


Some links and questions:

We can have a nice edges texture if we could translate it into image texture.

This method uses special elongated textures, I wonder if we can transform them into regular ones based on the Mesh/Brep UV?