Re: Changing color of multiple ojects at once?
In case this helps ... maybe copy the color material from the constant folder in the materials library and rename it color1, copy again and call it color2 etc. ... grab all things that must stay black for example and assign them color1, etc. I use this system to create slightly different coloured stoneworks in the link below ... the exaggerated colour image is used for checking what parts I have assigned etc. Go to the fourth and fifth rows of images down on this page: http://www.neico.co.nz/3d/neico0601.html I don't know about animating this since I have never needed to look into it. I use that constant/color material a lot. Neil Cooke - Original Message - From: Matthias Kappenberg [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 5:42 PM Subject: Re: Changing color of multiple ojects at once? Hi Matthew, What's with a identifier or a user defined channel, and a material with if statement? Matthias - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 12:48 AM Subject: Re: Changing color of multiple ojects at once? Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. Let me try to explain another way. I have a model, a lightcycle inspired from the movie TRON. The model has about 60 or so objects that make it up. Some of objects, like the main body, tires, etc. are a color such that you would say that lightcycle is blue, or yellow, or red, etc.. Now, there are also parts of the lightcycle that are always going to be white, some that are black, some that have materials, etc.. So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Matthew
Re: Changing color of multiple ojects at once?
Hi Matthew, So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. I think the easiest way would be to group the same coloured objects in one folder and changing the colour for all objects in this folder via properties-colour of the folder or insert a colour shader in the root of this folder. If you can't organize the objects in one folder you have to select all the objects you wanna change the colour at once for one time. If you have all the objects selected put them all in edit mode - hit ctr-a (for selecting all points) and then create via Creation - Group a Group object of this selection. If you need your objects later selected just select the group object and hit Select in the control bar. All needed objects will get selected. -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org -
RE: Changing color of multiple ojects at once?
Hi Why not assign a userchannel value to all the objects that define a certain color-scheme? Doing all the selections once can't be avoided, so create and assign i.e. float_isindexed = 1 and float_mycolorindex = 1 for some objects, 2 for others, 3 for some and so forth. You can then assign a global material that deals with the coloring, sort of like: If float_isindexed = 1 Then { If float_mycolorindex = 1 --Then assign color red If float_mycolorindex = 2 --Then assign color blue } And so on. The first IF could be useful for a root material, to exit as early as possible. Just an idea, not sure how concieveable it is. But proper saveable/nameable selection sets would have been the better approach. The grouping is only sort of okay, I have had bizarre experiences with it and not too happy about its implementation. Regards Karl -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Boris Jahn Sent: Friday, June 30, 2006 8:48 AM To: user-list@light.realsoft3d.com Subject: Re: Changing color of multiple ojects at once? Hi Matthew, So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. I think the easiest way would be to group the same coloured objects in one folder and changing the colour for all objects in this folder via properties-colour of the folder or insert a colour shader in the root of this folder. If you can't organize the objects in one folder you have to select all the objects you wanna change the colour at once for one time. If you have all the objects selected put them all in edit mode - hit ctr-a (for selecting all points) and then create via Creation - Group a Group object of this selection. If you need your objects later selected just select the group object and hit Select in the control bar. All needed objects will get selected. -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org - This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this email and any attachments permanently from your system.
Re: Changing color of multiple ojects at once?
So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Another idea is to assign to all same coloured objects via properties-col-texture map-Image Object-Texture an image object. If you need the colour texture changed just change the texture in your image object and all objects with the assigned image object will be changed -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org -
Re: Changing color of multiple ojects at once?
Thank you all for the suggestions, I think I can make something work now. Neil's makes the most sense to my brain, so I'll give it a try first, but I'm certainly going to experiment with everyone's suggestions if only to better understand the software. Neil, those images are incredible! Care to share with us how you manage such a large scene? Do you model parts individually and pull them into a master scene? I seem to always model and set up my scene in the same file, probably because Realsoft does not separate the modeler from the scene/renderer/animator like many other packages (not that it's bad, just different.) But then again, I've never made a scene as complex as the one you linked to below. Matthew Neil Cooke wrote: In case this helps ... maybe copy the color material from the constant folder in the materials library and rename it color1, copy again and call it color2 etc. ... grab all things that must stay black for example and assign them color1, etc. I use this system to create slightly different coloured stoneworks in the link below ... the exaggerated colour image is used for checking what parts I have assigned etc. Go to the fourth and fifth rows of images down on this page: http://www.neico.co.nz/3d/neico0601.html I don't know about animating this since I have never needed to look into it. I use that constant/color material a lot. Neil Cooke - Original Message - From: Matthias Kappenberg [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 5:42 PM Subject: Re: Changing color of multiple ojects at once? Hi Matthew, What's with a identifier or a user defined channel, and a material with if statement? Matthias - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 12:48 AM Subject: Re: Changing color of multiple ojects at once? Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. Let me try to explain another way. I have a model, a lightcycle inspired from the movie TRON. The model has about 60 or so objects that make it up. Some of objects, like the main body, tires, etc. are a color such that you would say that lightcycle is blue, or yellow, or red, etc.. Now, there are also parts of the lightcycle that are always going to be white, some that are black, some that have materials, etc.. So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Matthew
Re: Changing color of multiple ojects at once?
You can also build a set of plugins that will allow you to make and maintain paintjob schemes. As in, let a special kind of SDS object keep track of what index in the current paintjob, al list of materials, every face has. Then you can change the paintjob easily. No, this reply was not serious, but this is, in fact, what I am working on. :) I don't think that my plugins would be of any use for your situation, this is the way the in-game models for Midtown Madness 2 works and I am making tools for such object files. Regards, Fredrik Bergholtz On 30/06/06, Matthew Hagerty [EMAIL PROTECTED] wrote: Thank you all for the suggestions, I think I can make something work now. Neil's makes the most sense to my brain, so I'll give it a try first, but I'm certainly going to experiment with everyone's suggestions if only to better understand the software. Neil, those images are incredible! Care to share with us how you manage such a large scene? Do you model parts individually and pull them into a master scene? I seem to always model and set up my scene in the same file, probably because Realsoft does not separate the modeler from the scene/renderer/animator like many other packages (not that it's bad, just different.) But then again, I've never made a scene as complex as the one you linked to below. Matthew Neil Cooke wrote: In case this helps ... maybe copy the color material from the constant folder in the materials library and rename it color1, copy again and call it color2 etc. ... grab all things that must stay black for example and assign them color1, etc. I use this system to create slightly different coloured stoneworks in the link below ... the exaggerated colour image is used for checking what parts I have assigned etc. Go to the fourth and fifth rows of images down on this page: http://www.neico.co.nz/3d/neico0601.html I don't know about animating this since I have never needed to look into it. I use that constant/color material a lot. Neil Cooke - Original Message - Wrom: EGAUTFJMVRESKPNKMBIPBARHDMNNSKVFVWRKJVZCMHVIB To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 5:42 PM Subject: Re: Changing color of multiple ojects at once? Hi Matthew, What's with a identifier or a user defined channel, and a material with if statement? Matthias - Original Message - Wrom: GDADRZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWIGY To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 12:48 AM Subject: Re: Changing color of multiple ojects at once? Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. Let me try to explain another way. I have a model, a lightcycle inspired from the movie TRON. The model has about 60 or so objects that make it up. Some of objects, like the main body, tires, etc. are a color such that you would say that lightcycle is blue, or yellow, or red, etc.. Now, there are also parts of the lightcycle that are always going to be white, some that are black, some that have materials, etc.. So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Matthew
Re: Changing color of multiple ojects at once?
Thanks for your words Matthew, Glad the constant/color material is useful. OT: I really like the fade material in that folder as well. how you manage such a large scene? The simple answer is painfully. But it's not that bleak. Perhaps the main feature is to use analytics at every possible point. Surfaces are then handled with a minimum of bump material work and if reflection and transparency materials are also held to an absolute minimum so much the better. Have only one or two lights and only ever have one (main) light with ray-traced shadows checked. But where's the fun in that? My current project is as complex as the one's I pointed you to and it's all SDS and I gave most surfaces a tweaked brush steel material and the folly doesn't end there. I have to render it in quarters and join it in post but this works superbly in RS so no problem apart from the days involved. I draw solely in wireframe mode and shift the viewport ray-trace render to black and white with white unchecked for screen re-draws to see how things are going. And because I render at fairly substantial pixel counts I follow Vesa's advice of some time back and play with AA levels, thresholds, etc. Bernie was shocked that I didnt play with geo quality but that was because I didnt know it existed. And a hint from Chris, I think it was ... keep TaskManager available because sometimes RS file updates during modelling, etc, work can take a while, Chris's point was that so long as the RS process is ticking over it will generally come out the other end Ok. Oh, yes ... the real answer to how do I manage these beasts is that I know that I have no intention of involving them in animation. They are all designed to be mural sized prints. But also I'm still learning. The reason these images are all Analytic is because for a couple of years I simply did not want anything to do with SDS or Nurbs. The reason the scenes are so big is that I didn't know they couldnt be. Etc.. That's my book for the day. Got some ladders to draw. Neil Cooke - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, July 01, 2006 2:12 AM Subject: Re: Changing color of multiple ojects at once? Thank you all for the suggestions, I think I can make something work now. Neil's makes the most sense to my brain, so I'll give it a try first, but I'm certainly going to experiment with everyone's suggestions if only to better understand the software. Neil, those images are incredible! Care to share with us how you manage such a large scene? Do you model parts individually and pull them into a master scene? I seem to always model and set up my scene in the same file, probably because Realsoft does not separate the modeler from the scene/renderer/animator like many other packages (not that it's bad, just different.) But then again, I've never made a scene as complex as the one you linked to below. Matthew Neil Cooke wrote: In case this helps ... maybe copy the color material from the constant folder in the materials library and rename it color1, copy again and call it color2 etc. ... grab all things that must stay black for example and assign them color1, etc. I use this system to create slightly different coloured stoneworks in the link below ... the exaggerated colour image is used for checking what parts I have assigned etc. Go to the fourth and fifth rows of images down on this page: http://www.neico.co.nz/3d/neico0601.html I don't know about animating this since I have never needed to look into it. I use that constant/color material a lot. Neil Cooke - Original Message - From: Matthias Kappenberg [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 5:42 PM Subject: Re: Changing color of multiple ojects at once? Hi Matthew, What's with a identifier or a user defined channel, and a material with if statement? Matthias - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 12:48 AM Subject: Re: Changing color of multiple ojects at once? Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted
Re: Changing color of multiple ojects at once?
I prefer modeling in wireframe too, and use a quick render to check things out. I've been using Realsoft since the Amiga days (3.0 I think) and back then there were no SDS objects, so I will almost exclusively use analytics. I generally cannot get SDS to do what I want and I wind up guessing when the points, edges, faces should be sharp or rounded or whatever. Once I do have an SDS kind of how I want it, I'm scared to mess with it. Same with meshes really, I just never sat down and learned them well enough to be proficient. Of course you would also think that after 10+ years I'd be a Realsoft expert, but alas I don't have the luxury of making a living doing graphics and 3D (but I sure would like to), so it's just a hobby that usually gets the short end of the time-stick. Where do I mess with geo quality? I have an idea, but I'm not exactly sure what you're referring to. Oh, yes ... the real answer to how do I manage these beasts is that I know that I have no intention of involving them in animation. They are all designed to be mural sized prints. Mural sized? Cool! As for animation, I sure would like to be able to animate a scene that large (but not at mural resolutions, more like DVD quality.) The lightcycle animation I'm planning will easily have 1000's of analytic rectangles that will have to appear over time as the lightcycles move and leave a jet wall behind them. I'm still trying to even begin working out in my head how I will manage that. I hope Realsoft is up to the task. I've also always been leery of complex animations that can only be played backwards using undo. That really makes it hard to get things right by experimentation. I really like your tip about dropping finished parts of a scene into a folder that's marked real time invisible. I have no idea why I didn't think of something like that, it's so obvious. Thanks! Matthew Neil Cooke wrote: Thanks for your words Matthew, Glad the constant/color material is useful. OT: I really like the fade material in that folder as well. how you manage such a large scene? The simple answer is painfully. But it's not that bleak. Perhaps the main feature is to use analytics at every possible point. Surfaces are then handled with a minimum of bump material work and if reflection and transparency materials are also held to an absolute minimum so much the better. Have only one or two lights and only ever have one (main) light with ray-traced shadows checked. But where's the fun in that? My current project is as complex as the one's I pointed you to and it's all SDS and I gave most surfaces a tweaked brush steel material and the folly doesn't end there. I have to render it in quarters and join it in post but this works superbly in RS so no problem apart from the days involved. I draw solely in wireframe mode and shift the viewport ray-trace render to black and white with white unchecked for screen re-draws to see how things are going. And because I render at fairly substantial pixel counts I follow Vesa's advice of some time back and play with AA levels, thresholds, etc. Bernie was shocked that I didnt play with geo quality but that was because I didnt know it existed. And a hint from Chris, I think it was ... keep TaskManager available because sometimes RS file updates during modelling, etc, work can take a while, Chris's point was that so long as the RS process is ticking over it will generally come out the other end Ok. Oh, yes ... the real answer to how do I manage these beasts is that I know that I have no intention of involving them in animation. They are all designed to be mural sized prints. But also I'm still learning. The reason these images are all Analytic is because for a couple of years I simply did not want anything to do with SDS or Nurbs. The reason the scenes are so big is that I didn't know they couldnt be. Etc.. That's my book for the day. Got some ladders to draw. Neil Cooke - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, July 01, 2006 2:12 AM Subject: Re: Changing color of multiple ojects at once? Thank you all for the suggestions, I think I can make something work now. Neil's makes the most sense to my brain, so I'll give it a try first, but I'm certainly going to experiment with everyone's suggestions if only to better understand the software. Neil, those images are incredible! Care to share with us how you manage such a large scene? Do you model parts individually and pull them into a master scene? I seem to always model and set up my scene in the same file, probably because Realsoft does not separate the modeler from the scene/renderer/animator like many other packages (not that it's bad, just different.) But then again, I've never made a scene as complex as the one you linked to below. Matthew Neil Cooke wrote: In case this helps ... maybe copy the color material from
Re: Changing color of multiple ojects at once?
Hi Matthew, and I wind up guessing when the points, edges, faces should be sharp or rounded I gave up totally on edges as sharp etc. More experimentation and I might understand them. To get sharp edges on my SDS shapes I extrude another face but pull it just a fraction of a fraction out and the edges are sharp but at some cost of course. I did a small Tutorial on it at http://www.neico.co.nz/3d/RS3Dwhatwhere.html I don't have the luxury of making a living doing graphics and 3D It's your life, you only get one that you can be certain of, if you arent doing what you like then blame yourself do graphics enough and it'll keep you fed ... or not, but who cares if you're doing what you like? Where do I mess with geo quality? I have an idea, but I'm not exactly sure what you're referring to. In render settings which is the third option from the left along the top of the select window options. Double click a render option, like quality over speed and in its properties is the far right tab called misc. For speed you can turn off caustics and shift Geometric Quality to Low. Or at least that's what i think can happen. I sure would like to be able to animate a scene that large Book time with a render farm somewhere since I reckon render time is the only issue against animating whatever you like. I hope Realsoft is up to the task. I have found the RS is up to anything I can think of. The limits are mine not RS's. But don't quote me on any of this. I'm a newbie, self-taught or rather self-semi-taught. Anyone at all, please correct anything above so that Matthew doesnt have to suffer. Neil Cooke - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, July 01, 2006 10:22 AM Subject: Re: Changing color of multiple ojects at once? I prefer modeling in wireframe too, and use a quick render to check things out. I've been using Realsoft since the Amiga days (3.0 I think) and back then there were no SDS objects, so I will almost exclusively use analytics. I generally cannot get SDS to do what I want and I wind up guessing when the points, edges, faces should be sharp or rounded or whatever. Once I do have an SDS kind of how I want it, I'm scared to mess with it. Same with meshes really, I just never sat down and learned them well enough to be proficient. Of course you would also think that after 10+ years I'd be a Realsoft expert, but alas I don't have the luxury of making a living doing graphics and 3D (but I sure would like to), so it's just a hobby that usually gets the short end of the time-stick. Where do I mess with geo quality? I have an idea, but I'm not exactly sure what you're referring to. Oh, yes ... the real answer to how do I manage these beasts is that I know that I have no intention of involving them in animation. They are all designed to be mural sized prints. Mural sized? Cool! As for animation, I sure would like to be able to animate a scene that large (but not at mural resolutions, more like DVD quality.) The lightcycle animation I'm planning will easily have 1000's of analytic rectangles that will have to appear over time as the lightcycles move and leave a jet wall behind them. I'm still trying to even begin working out in my head how I will manage that. I hope Realsoft is up to the task. I've also always been leery of complex animations that can only be played backwards using undo. That really makes it hard to get things right by experimentation. I really like your tip about dropping finished parts of a scene into a folder that's marked real time invisible. I have no idea why I didn't think of something like that, it's so obvious. Thanks! Matthew Neil Cooke wrote: Thanks for your words Matthew, Glad the constant/color material is useful. OT: I really like the fade material in that folder as well. how you manage such a large scene? The simple answer is painfully. But it's not that bleak. Perhaps the main feature is to use analytics at every possible point. Surfaces are then handled with a minimum of bump material work and if reflection and transparency materials are also held to an absolute minimum so much the better. Have only one or two lights and only ever have one (main) light with ray-traced shadows checked. But where's the fun in that? My current project is as complex as the one's I pointed you to and it's all SDS and I gave most surfaces a tweaked brush steel material and the folly doesn't end there. I have to render it in quarters and join it in post but this works superbly in RS so no problem apart from the days involved. I draw solely in wireframe mode and shift the viewport ray-trace render to black and white with white unchecked for screen re-draws to see how things are going. And because I render at fairly substantial pixel counts I follow Vesa's advice of some time back and play with AA levels
Re: Changing color of multiple ojects at once?
Hi Vesa, using the procedure described below by you and this script on some spheres: // Script begin collength = Self.GetColor(); // Split the Color and divide it by 10 collengthx = collength.x/10; collengthy = collength.y/10; collengthz = collength.z/10; // Change the size Self.SetLengthA(collengthx); Self.SetLengthB(collengthy); Self.SetLengthC(collengthz); // Script end will give the attached pictures result (guess the material ;-?). Now the QT: Is it possible to anmate this (using a materials output in an animation to let the spheres grow by a materials channel)? Or should I better create a choreograph based on a materials channel? Matthias - 3. Multi select all objects and the parallel map. Select order does not matter. 4. Apply Map2Obj tool with the following options: target=object, source=color, destination=color. 5. Delete the parallel map and the coloring material. They are no longer needed. The color is stored per object. Best regards, Vesa spheres.gif Description: GIF image
Re: Changing color of multiple ojects at once?
Hi, Matthias Now the QT: Is it possible to anmate this (using a materials output in an animation to let the spheres grow by a materials channel)? Or should I better create a choreograph based on a materials channel? Animation system cannot directly access values computed at rendering time. Field evaluator object provides some possibilities, though. Often the size can be bound with the color by using a common source for both attributes. Best regards, Vesa
Re: Changing color of multiple ojects at once?
Vesa Meskanen wrote: Hi, Is there a way to easily change the color of many objects scattered throughout a model? Yes there is: 1. Create a simple VSL material: random_color_material surface properties color=random(map coords) // random density = 1 You can natutrally use a texture map etc. instead of random coloring. 2. Map this material to the scene using a parallel map. 3. Multi select all objects and the parallel map. Select order does not matter. 4. Apply Map2Obj tool with the following options: target=object, source=color, destination=color. 5. Delete the parallel map and the coloring material. They are no longer needed. The color is stored per object. Best regards, Vesa I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Matthew
Re: Changing color of multiple ojects at once?
Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. An quick manual solution goes as follows. - Go to the leftmost geometry tab of the select window and open the folder which contains the objects to be colored. You can now select individual objects, one by one, simply by clicking their wireframe on a view window. - Select the pull down menu Windows/Color Window. - Click an object wire to select it - Mix a color using the color wheel. Then drag and drop the result color from the narrow tall bar just at the right side of the color wheel into a view win dow. - Repeat the steps: click a wire to select, mix a color, drag and drop it to a view. This is quite a straightforward work flow. I hope it does the job! Kind regards, Vesa
Re: Changing color of multiple ojects at once?
Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. Let me try to explain another way. I have a model, a lightcycle inspired from the movie TRON. The model has about 60 or so objects that make it up. Some of objects, like the main body, tires, etc. are a color such that you would say that lightcycle is blue, or yellow, or red, etc.. Now, there are also parts of the lightcycle that are always going to be white, some that are black, some that have materials, etc.. So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Matthew
Re: Changing color of multiple ojects at once?
Hi Matthew, What's with a identifier or a user defined channel, and a material with if statement? Matthias - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 12:48 AM Subject: Re: Changing color of multiple ojects at once? Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. Let me try to explain another way. I have a model, a lightcycle inspired from the movie TRON. The model has about 60 or so objects that make it up. Some of objects, like the main body, tires, etc. are a color such that you would say that lightcycle is blue, or yellow, or red, etc.. Now, there are also parts of the lightcycle that are always going to be white, some that are black, some that have materials, etc.. So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Matthew