I colored a mesh using a height map and context bake in grasshopper, where each face is given a color from a gradient. Now I want to import this color scheme into my rendering software (Twinmotion). Is there a way to preserve the render apperance of my mesh?
I think it could work as it means there will be duplicate vertex. 3 or 4 vertex per face.
Test the script and come back if you have problem. Post something, it is more simple to help than guessing.
I test with my script that import an image and represent it as mesh with color on face, and vertex have color. So it must work
You have to bake the mesh from the Vicente Soler script. Because Vicente Script puts texture coordinate on mesh. By default they are not what you want.
I would love to know if there is a way to increase the resolution of the created texture map. I am looking around the C# now. Do you have any ideas about this?
I don’t really see why if you have color per face. There must be no interpolation at all as all colors on face vertex are the same.
In you case the best thing seems to be to increase mesh resolution.
Or DON’T use face color but vertex color that is more classical and color will be interpolated on faces.
Aaaaarghh you contradict yourself. But whatever, I think if there are different color on vertex rendering tools are doing linear interpolation so increasing resolution of texture will not help (as you will surely do linear interpolation). But increasing mesh resolution will.
I have some tool in Nautilus that smooth values on mesh they could be applied on color so with “bad” data you can have a better render. It is a Catmull & Clark tool for mesh and weight on vertex.
The size of the images being exported from the script, regardless of Mesh Resolution, is consistently 328x328 pixels. I think that changing the output resolution could help but I don’t know if that can be accomplished by modifying the vicente script.