![]() If the situation requires a Reset – unfortunately, there is (currently) no ‘Reset Preferences’ button … but there is a quick and dirty trick:įind the location of the master file: preferences.txt. One option is to try the command to recover from a “technicolor yawn”. Go ahead! But it’s quite possible that you could end up in some confused state, or with something more colorful than you meant. It’s tempting to play around with the Preference settings before you know what you are doing. Quote:Quick Tip: Reset to ‘Factory Settings’ I realised then that something was up with the configuration of my Wings3D install on my PC, to rectify this I followed the instructions found here at the bottom of the page. I was having a somewhat similar problem, but in my case I was not seeing even the default numbered checkerboard pattern on my model during the mapping process and in addition I was unable to apply any image to the model - I tried to texture the default cube about a dozen times, no luck, so earlier I fired up a laptop I rarely use and successfully worked though to the end my texturing of the default cube - the checkerboard pattern showed up as intended and I could apply my own texture to the cube. Maybe what I suggest below will work for orbiter? If it is a texture issue, Blender's Texture Paint can help fix it with the Mesh Lab approach, but won't be able to with the Vector Color.Hi folks, first time posting here on the forums and I've been keeping an eye on this thread for the last few days. I'm sure editing the Blender texture would take care of the glossy look, and I think MeshLab's issue came from not applying the same scaling to both X and Y, but it could be an issue with my texture itself that's only because the glossy shine isn't there. Right off, I notice that the edges and faces on the Blender version are more noticeable due to the reflective nature of the material it created, while the MeshLab version had some slightly miss colored spots. The Left is Meshlab, the Right is using Blender's Nodes: Here's the two meshes side-by-side in Blender. After it's positioned correctly you can redo the Filters > Texture > Transfer: Vertex Color to Texture step to get the correct colors in the correct position.įrom here, File > Export Mesh As and double check that the extension in the filename and the Save as Type match (I don't know if it matters much, but it kept trying to change it on me). If you hit apply too early and get a messed up texture, don't worry about it, just focus on getting the silhouette inside the grid (the Per Wedge Texture Function box resets to it's default values each time you open it). Check the preview button before you move anything. For simplicity, I applied the same formula to all my X and Y values. Each function is how you want to move the x or y coordinates of the vertexes. To fix this, we have to go back to Filters > Texture > Per Wedge Texture Function. In my case that texture was too big and not lined up correctly. Now the UV Tex Param actually has a texture. Then go to Filters > Texture > Transfer: Vertex Color to Texture, and give it whatever name you want (this will be generate a. Click "Apply" with the defaults (we'll come back and change this later), which will make the UV Tex Param grid show up. Filters > Texture > Per Wedge Texture Function. Nothing will show up yet, but it's vital to understand the next step. Go to File > Import Mesh, then go to Render and check the Show UV Tex Param option. ![]() The second way I found was using MeshLab. Then go to Material Properties, create a new material, click the yellow dot next to "Base Color", and in the far left column choose "Color Attribute". In the Object Data Properties, under Attributes, you'll see "Color Vertex > Color" if it worked. The first was the comment gave - upgrade to 3.3, and use the new.
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