Try it with normal glass, i.e. not a texture but a white color. Also rotate your 3D view and see what the other side looks like when rendered.
---------------------------------------- Dodecagon.nl 950+ 3D models, manuals, and projects
Netherlands
Joined: Apr 8, 2022
Post Count: 1248
Status:
Offline
Re: Modifier un modèle de porte ?
Use a plain text editor that can do a replace_all. Most editors can do that.
Export the sill object to sill1.obj. Open the file and replace_all "g " with "g sweethome3d_rail_1_". Save and copy the file to sill2.obj, sill3.obj, etc. Edit sill2.obj and replace_all "sweethome3d_rail_1_" with "sweethome3d_rail_2_". Same for 3-9.
Use the same technique for the 9 doors: export a single door to door1.obj. Edit and replace_all "g " with "g sweethome3d_opening_on_rail_1_". Save and copy to door2.obj, door3.obj, etc. Edit each one and replace with the correct number.
Still a lot of work but at least you can see what you are doing.
Import the 18 objects to merge with the outer frame. Using the object names you can place the correct sill under the same numbered door.
---------------------------------------- Dodecagon.nl 950+ 3D models, manuals, and projects
Belgique
Joined: Aug 17, 2023
Post Count: 83
Status:
Offline
Re: Modifier un modèle de porte ?
Yes I thought about replacement but I need to keep my faces with right textures at top, right, bottom, etc. It is my fault as I like to make complicated things. Now I need another texture to test maybe. It would be simpler to replace only that than to re-export all files et to edit what I already made.
If the texture on one door is correct and exported than the correct texture orientation will be preserved for all copies and other textures. The v, vt, and f lines in the obj describe the object and the texture position and direction. Those lines remain untouched. The one advantage of doing it door-by-door is that you could shift the texture slightly so there's a little difference in the look of the otherwise same texture.
---------------------------------------- Dodecagon.nl 950+ 3D models, manuals, and projects
Yes, that's what I've done, with slight texture shifts on the x or y planes depending on the faces. Sometimes I didn't think it would be useful, like with the thin rails where you can't really see the texture, and as I've got 9 doors you can't really see the similarity between two doors that are a long way apart, or between two pieces of wood that are a long way apart. But that still gives me 90 different faces per door, plus the glass in one piece per door. And that's who I'm thinking that if I manage to render something correctly, I could easily rename another texture image so that when I import my complete door into the library, it's this second texture that will be taken into account.
Traduit avec www.DeepL.com/Translator (version gratuite)
Like I explained, do a replace_all to change "g " to "g <the string you need>". You can do that for each sill/door, so not 90 edits per file but one command for each file (2x9files). Since you have to do each file anyway there's no problem having slightly shifted textures, you just can't copy the file but have to export with each shifted texture. You can do that on one door, export, change texture, export, etc. That will result in your 9 door files where you replace_all the "g " strings. Same for the sills.
Each export will preserve your texture settings so if you set another texture those will still have the shifts you set.
---------------------------------------- Dodecagon.nl 950+ 3D models, manuals, and projects