Add World Background bool that changes target to World > Background Shader > Color
I liked how the Moods colors (added in v0.9.0) looked as background colors, so I added a World Background checkbox that lets all of the MC colors target the world color.
If Rename Material is checked at the same time, the world name is set to the color name.
Move color set classes and color functions to separate files
I plan to integrate all the Blender QMC color sets into a single add-on – named Blender QMC, of course – so I’ve started making the color sets modular and migrating them into separate files.
I’ve tried to do the first three colors and I’m sending it off to be checked to see if that’s okay? Alternatively, can you please edit it into the necessary form and I’ll add the other colours already according to the pattern?
Unfortunately, I don’t feel brave, I have no experience with it at all. But if you could provide a simple tutorial on how to do it, I’d be happy to (I’d like to learn something new).
This is a good start, but the final format would be better like this:
# LONG ARRAY
["RAL1000","RAL1000 - Green beige","RAL 1000","ral_1000","CDBA88"],
["RAL1001","RAL1001 - Beige","RAL 1001","ral_1001","D0B084"],
["RAL1002","RAL1002 - Sand yellow","RAL 1002","ral_1002","D2AA6D"],
One bug I noticed is that the quote marks were curly braces “” rather than straight quotes ", which could cause problems.
For simplicity’s sake…
There’s a script in the repo called Array_Generator.py that generates the full array from a smaller set.
It takes this input:
# SHORT ARRAY
["1000","Green beige","CDBA88"],
["1001","Beige","D0B084"],
["1002","Sand yellow","D2AA6D"],
and generates the longer version I posted above. Less typing is better.
So…
Write out all the RAL colors in the Short Array style, save it to a .txt file and post it here. Copy/pasting all that text into the comment window would be… oof!
Or…
If you want to try the script, grab it from the repo, fill out the array, and save the file.
Run it by opening Terminal, navigating to the directory containing the Array_Generator.py script, and running python Array_Generator.py > ral.py.
Then post the ral_vars.py file here, and I will process it.
Color sets…
I took another look at the RAL page, and I see they use background colors to group the colors into sets – yellow, orange, and etcetera.
It’s smart to do the same in the add-on, so I’ll do that manually once the final file is generated.
Among other updates, this release adds two new materials – Tin and Zinc – and the Canisotrophy node group, which adds a fake anisotropic texture to the Tin material. It is meant to add more realism to the surface of tin cans and other cylindrical objects.
I’ve also switched the Specular group out for the new Energy Conservation group, which adds Fresnel adjustment to the base color of a material, again for more realism. (It seems the Blender devs already have something like this in the pipeline for a future release, but for now, here’s a hack.)
1.4.7
Add new materials
Tin
Zinc
Add Displacement to Asphalt and Asphalt Bleached
Add Canisotrophy Group with To Roughness output. This affects Tin.
Replace Specular Group with Energy Conservation Group (via Christopher 3D). This affects ALL materials, both metal and dialectric, except:
Gold and Silver because: IOR value is too low
Gold (Fresnel), Silver (Fresnel), and Copper (Fresnel) because: not compatible with node setup