Print at Dec 16, 2025, 10:00:58 PM

Posted by YGYL at Feb 18, 2025, 3:59:07 PM
Re: Meet MarioSambol, our new support team member
I agree that language is a problem, especially with languages that are difficult to translate with online translation software. Your language is one of the very difficult ones to translate because of a different alphabet and different order of words.

Even if the people in this forum are Chinese, 99% of them won't come, this software is just for newbies, and the people who use it are probably newbies too, and the vast majority of them don't have the habit of coming on the forum to discuss it. If the people who can come then the probability is already more powerful.

Yes, there are many different types of users. But I don't think Sweet Home 3D is for one-time users. It is too complex for that. Those users are better off with a simple online solution.

The problem is that for various reasons, the online program is also very complex ~ then the advanced features are even more complex

That is a very good idea! A preview with an additional 3x3 preview will show how the end result should look. However, there is an additional problem here. The object surfaces as defined in the OBJ file have definitions for how a texture is orientated on the surface (face). A texture is displayed according to those definitions, you can't get around that, Currently we can scale, shift, and rotate a texture but in many cases the difinition is not correctly overruled. Together with texture selection a better system to manipulate the texture orientation and stretching is needed.

Texture definition and seamless texture viewing in OBJ has nothing to do with it, as long as there is a 3X3 preview

You can do that! You can "Select all on all levels" (might need the Advanced edit plugin, I am not sure). Then you can export your complete project to an OBJ file and import it into a library (or use it as just the OBJ/MTL file).

No, you're not understanding what I'm saying. What I said is much more advanced. You can think of it as a data structure that uses many low-level parts to form a complex high-level object. For example, it turns out that a tree takes 20MB of OBJ storage, and in this way you can compress it down to 0.5MB.

True. It is because Sweet Home 3D only supports a small set of the MTL properties for colors and textures:
Ka and Kd are supported but the specular color Ks is not supported.
map_Kd is the only property supported for textures. It is a simple reference to an image that is used as the texture. Sweet Home 3D does nont support the other texture properties (map_Ka, map_Ks, map_Ns, map_d) that allows textures to become real life like. That is why you can't set a different color for the same texture, the texture and color components are not split.
I too would really like to see support for the other texture properties but this is very difficult to implement. I am not even sure it can be done with Java. It does make the 3D processing a lot heavier.

No, that's not actually what I'm talking about either. The way I'm talking about is that the most likely way to accomplish this under the current software framework is to use a temporary texture. As long as SH3D has a built-in texture modification color program. Then the original texture can be modified. Change the green color to red and then temporarily overwrite the original texture. That way the model will show up with a different texture color. You can skip the complicated steps of KA KS.