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cameronm125

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Viewing 15 posts - 1 through 15 (of 15 total)
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  • in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29578

    You can put a math multiply node, and Mix RGB Mix node in line before the transparency or material output.
    math node will convert to grayscale.
    Have the output of your brightness (or whatever was the last one before transparency or material output) have that go through the multiply math node into the other input of the the RGB mix . have a value node in the multiply math node’s other input to change its mix amount of gray.
    Or you can just use an rgb to bw node if you want gray.
    Essentialy you’d be mixing the original output with another that goes through the math node, amount of which is controlled by a value node into the math multiply node.
    I’ll add this element into an updated version soon.

    It seems like the issue comes from the MixRGB node. I tried your method with no luck. I even tried the ColorRamp spectrum trick to control the saturation values because the other ColorRamp node for color seems to work fine, but still nothing.

    • This reply was modified 6 hours, 40 minutes ago by Avatarcameronm125.
    in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29485

    I can use your provided color and brightness nodes, however those two can’t make grey. I added a Mix node after the first two to control the saturation but that doesn’t work either. Is this just a bug in Verge?

    in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29458

    I swapped the provided nodes for a HueSaturationValue node to customize the color but now my input value nodes seem to be wonky. I have a value node labeled “Color” controlling the colorramp spectrum input but now my ‘Set value “Color” in material’ puzzle is controlling the value of the HSV node. The value of the HSV node should be controlled by a value node labeled “Brightness”.

    in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29449

    Update: The puzzles I had set up worked for multi-output I just needed to add a list to limit the selectable objects because I believe it was grabbing the material from the color wheel “handle”.

    in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29443

    I have 3 versions of each material and each material corresponds with a specific part. One material is “Window P” for a polished metal material on the windows, I also have a Window L for liquid paint and B for brushed. The way I switch is by clicking on the part you want to change and then on 1 of 3 spheres next to my customizable object that shows brushed, liquid, and polished materials. The .00x names were just frustration and laziness lol.

    I really appreciate all the help and how supportive everyone is here. My first project is almost done!

    • This reply was modified 2 days, 8 hours ago by Avatarcameronm125.
    in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29395

    Also any idea on how to have the slider output to a selected material? I have multiple parts on my model that need to be independently customizable. I tried this with no luck.

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    in reply to: GlifTek Examples: “Color Levels: COLOR RAMP” #29381

    I added the wheel to my project but I noticed an issue of not being able to get past teal. I’ve messed around in puzzles and can get the full spectrum but it’s either repeated (red at 0 and 180 with full spectrum on either side) or one side (0 to 180/180 to 360) is entirely red.

    Attached are the puzzles for the double spectrum wheel.

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    in reply to: Adding a color picker #29374

    GlifTek this is perfect. Thank you!

    in reply to: Adding a color picker #29316

    The “basic/standard” example here is basically exactly what I need. A color picker and a few sliders: https://cdn.soft8soft.com/demo/examples/index.html#webgl_materials_nodes

    I’m having trouble implementing it though, I’ve never worked with code before.

    in reply to: Adding a color picker #29314

    Could you elaborate more on the UI side of this? I currently have a scooter configurator type setup just FYI.
    Dragging seems to just change it to the specified value in puzzles. I tried setting the factor on the color ramp to increase by .1 every time you click on an object but it doesn’t seem that practical and it doesn’t loop back around (ends on red). Fine-tuning hue and saturation will be important for the end result. Is there a way to link an xy value to the dragging action?

    in reply to: Material not showing up in browser #27850

    Working great now. Thank you!

    in reply to: Material not showing up in browser #27831

    Is uv mapping a requirement to get materials to function correctly?

    in reply to: Material not showing up in browser #27826

    The wheel was made in solidworks, sent to keyshot as an stl, and exported as an obj from keyshot. Meshlab doesn’t seem to handle it well, are there other better remeshing options? UVs work fine but the material I made won’t show.

    in reply to: Material not showing up in browser #27817
    in reply to: Material not showing up in browser #27813

    How should I share it? Max file upload is 4mb

Viewing 15 posts - 1 through 15 (of 15 total)