Hello
there was some discussions on face Coloring but I didn’t test that. Perhaps @AndersDeleuran could help on this subject. Keeping vertex color seems to be a bad idea here because color will be mixed. but its is doable.
What is the most efficient approach to mesh face coloring for a large mesh (say 50,000 faces or more)? Each face will be painted a solid color based on user-defined information. The approaches I have considered so far include:
a. Display conduit in which I draw each face as a polygon with a specific color (first attempts at this seem to be very slow).
b. Add redundant vertices to the mesh so that each face has its own set of 3 or 4 vertices and set vertex colors (seems less than ideal).
c. Br…
Hi @dale , apologies for reviving this topic again after a few years. But I just came across these two issues described above again, and they kinda keeps resurfacing for me it seems:
For the first issue, perhaps there is already something in RhinoCommon I’ve missed? Basically something like the opposite of Vertices.CombineIdentical I suppose. Maybe you have some ideas as well @DanielPiker , all meshy and such. If anyone else have some new insights on how to best/most performant (with RhinoCommo…
What I can propose is for you to transform the color to a bitmap texture.
In order to do that your initial mesh must have texture coordinates.
Command: _ApplyPlanarMapping
Here the script 6s for 1024x1024 pixels texture, 25 s for 2048
clean_mesh_keep_colors_LD.gh (97.8 KB)
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