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<J24k>
hm so color in 3mf? but glTF looks promising on ochafik.com/openscad3
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<teepee>
ochafik has added color to 3mf too, although only to library version 2.x so it depends on the build if that's available in his builds
<J24k>
At the moment slicer don't read color info from it (BS only reads from OBJ) but glTF seems to be compatible with blender
<J24k>
(but blender can't export 3mf)
<J24k>
sounds like the chicken or the egg problem .. so good we starting anywhere
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<guso78k>
Looking at openscad_deps/mxe/usr/x86_64-w64-mingw32.static.posix/include/Model/COM/NMR_DLLInterfaces.h (3MF Version 1) I have the impression, that there is no support for per-face individual color. is it possible ?
<guso78k>
teepee, do your MXE builds select 3MF V2 ?
<guso78k>
yes, openscad can potentially export colored 3mf soon, lots of tests and critical checks to pass first
<guso78k>
a good question could be, how hull will handle the colors of its input shapes ...
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<guso78k78>
teepee,. thank you for sharing my suspicion. Looking at the header files lib3mf v1.x looks very much like windows whereas lib3mf 2.x very much looks like unix
<guso78k78>
As lib3mf v1.x appears not to support per-face materials, it will be challenging to created colored 3mf inside windows
<guso78k78>
(i did not see function with a triangle index and a material property id in lib3mf V1.x
<teepee>
the strategy would be moving to 2.x
<buZz>
does that mean that eventually the F6 export will get colored? if so, nice!
<guso78k78>
buZz, exactly that. Rendered with color is a prerequisite to being able to export colored objects
<guso78k78>
The addition, I have in each model is a Material table and an material index for each triangle of the model.
<guso78k78>
Right now the Material only consists of a color, but many other attributes like density, shininess, stiffness (and probably many others are possible)
<buZz>
could be very nice, maybe some color() variant that can pick shinyness? though would be really cool on renders/screenshots anyway
<buZz>
and possibly real transparancy? :P
<guso78k>
colors do yet already have a proper transparency value. if its not correctly handled, its not an issue of the material ;)
<guso78k>
but you are right. real transparency is a matter of volume , and it does not work when its attached to the surface only(there will be no depth-dependency)
<buZz>
every time i use it (for decorative reasons) , i need to move the transparant object around to even have something visible through it :)
<buZz>
on F5 renders though
<guso78k>
right now i am creating an "Experimental Feature" to quickly enable/disable it without having to change my branch and recompile ;)
<buZz>
i hope someday someone makes a printed copy of that wikibook
<buZz>
i never use ! but maybe i should, hmm
<slice>
I can see the modifiers for debugging, but less so for selectively rendering a component based on const variable values (e.g., for thingiverse customizer).
<slice>
Unless I am missing some creative usage
<buZz>
nah its all for during-design
<slice>
cool, i am on the same page
<buZz>
to quickly identify things, or ignore them
<buZz>
as they are single character too, should be easy
<buZz>
but i was saying, // is easier to type than *
<buZz>
:D
<buZz>
* is a tree though, so yeah
<buZz>
¯\_(ツ)_/¯
<slice>
yeah fair :D
<slice>
i have been spamming module to encapsulate, so often I use // (ctrl-d keyboard shortcut in openscad) to keep it simple as well
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