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Author Topic: RC3 - get colour from map  (Read 269 times)

BS3409

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RC3 - get colour from map
« on: July 20, 2017, 09:31:43 AM »
Hey guys,

Amazing job on the new features in RC3, can't wait to see what all the macros can do (will there be an overview/ tutorial of all the preset macros on the website?).

Anyway I was playing around with the Railclone colour by bitmap, as we will definitely use this more often in the future.
I am just curious how the elements are assigned colours based on the bitmap.

To use your example of the chairs as shown in the release trailer for RC3;
When the function overlays the green/ white bitmap over the chairs;
- does it assign a colour to the individual chairs based on the max number of white vs green pixels?
- or the first colour it encounters counting from the 0-point of the element?

This might make it a bit easier to anticipate the colours when working with more complex or more precise configurations.

Thx,
Robin

Paul Roberts

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Re: RC3 - get colour from map
« Reply #1 on: July 20, 2017, 10:59:02 AM »
Hi Robin,

Thanks for the kind words. The get texture from surface features depends on you having a surface node attached to your generator. The map uses the surface's UVWs to place the texture and the segments will take a single colour from the pixel that sits below it on the surface. To determine that location, RailClone uses the centre of the bounding box for the transformed segment.

Regarding the built-in macros. I have plans to release several mini tutorial explaining them in the future, as well as how to build your own.

I hope that helps to clear things up, please let me know if you have any further questions.

Cheers,

Paul
Paul Roberts
iToo Software

Paul Roberts

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Re: RC3 - get colour from map
« Reply #2 on: July 20, 2017, 12:23:33 PM »
Just to update this. We've looked into it a little more deeply and the mode I mentioned in my previous post only refers to textures that are set to Get planar from world/object mode. If you are using UVWs (which will be more common I'd imagine) then actually there is a small bug. The UV is computed by the same function that conforms a segment to the surface. But it's evaluated for each segment's vertex, and the UV position is overwritten on each pass. As a consequence only the last UV is preserved, which will theorically correspond with the right hand side of the segment. We will fix this in a future update, probably to use the centre of the bounding box for consistency with the other mode.

Many thanks,

Paul
« Last Edit: July 21, 2017, 10:11:42 AM by Paul Roberts »
Paul Roberts
iToo Software

BS3409

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Re: RC3 - get colour from map
« Reply #3 on: July 21, 2017, 09:56:55 AM »
Hey Paul,

Thanks for the update, that was exactly what I wanted to know!  ;D
I'll keep an eye out for the update on this topic.

Cheers,
Robin