SyncronizeRenderColors account for opacity in layer?

As title says, it would be great if the material created by this command also respected the opacity value of the layer.

Also it would be great to have an option to name the material as per layer name instead of Custom 06, 03, 07

Thanks

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Hi Shynn -

Added as RH-75666 SynchronizeRenderColors: Use layer color’s opacity value

New feature request: RH-75667 SynchronizeRenderColors: Use layer name as material name
-wim

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Hi I read @dale 's comment on the youtrack

So you rename the layer and rerun the command, what then? What about existing materials with the same name? Punting for a while.

If I am not mistaken layers which already have a material assigned are ignored by ‘SyncronizeRenderColors’ command, when you run it there is no change of material.

And as for name duplication, the only problem would be same named layers with different parent layer, in that case the name can also take into account the parent such as Windows:Glass Window:Frame etc.

Hi Shynn -

That’s not the case, no. When a layer color is updated, the material gets updated when the command is run in Rhino 7.

No. When you have an existing material that is, e.g., named “Glass” and you then create a layer named “Glass”, what happens to the original material?
-wim

Hmm yes, you are right.

  • If you rename the layer and rerun the command, material name gets updated, same way as changing layer color.

  • If there is an existing material with same name, it should work as it actually does.

I noticed that if you have materials named Custom, Custom (1), Custom (2) but not assigned to layers. You then run SyncronizeRenderMaterials, it skips does names until it finds available number, so it creates Custom (3), Custom (4).

In the same way, now talking about your glass example, if material named ‘Glass’ already exists, then command will detect the word is taken and create Glass (1), Glass (2), Glass (3) etc.

RH-75666 is fixed in the latest WIP

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