Gentlemen,
How can I assign a material to an entire level regardless of the elements (RGB) color? Imagine if you like that we have a gazillion different objects, with as many different RGB-colors, that can change at any given moment without our knowledge.
Is it possible?
Maybe use selection ( lock Level, select all elements on this level and assing materials to selected elements ) ?
Hi Martinezx,
Then I would have to assign materials every time I reloaded a reference to be sure that all objects had the proper material assigned.
I was hoping there would be a way to assign a material to a range of RGB colors, or maybe to the entire level regardless of color assignment to the objects.
Just like I can do something like "Default:0-255", to assign to all the system colors on a level, I would like to assign to all RGB colors.
System: Win7 64bit 16GB Ram - microStation V8i SS3 08.11.09.578. + PoinTools CONNECT. - Intel i7-4800MQ CPU@2.70GHz, 4 core / 8 Logic proc.
I try now :)
it simple
I made a level Test with rgb color
THan in material editor make new material and choose Material - New Assigment
and only put level Name. ( Delete ":Color" )
THan i can draw in any color on this level and material work to all
Strange.. that does not work here?
Are you sure the objects really had a unique RGB color?
Below is an illustration of the material editor showing material "Mirror" assigned to level Default, color 2 from the colorpalette, and material "Clay" assigned to three different RGB colors.
look at this
when i click again on level name in material editor - it looks > test : *
so you must delete :color or change to : *
Thanks for the help Martinezx. It still doesn't wok here!?
When I change the assignment in the material editor it dissapears.
F.ex. from "Default : (97,97,97)" to "Default : *" the assignments are all lost, and no material is assigned to level Default anymore.
I am using uStation v8i SS3 - Version 08.11.09.459
Right Torben - i found that your way make what you say
My way is to make material first and choose New Assigments and put only a name of level
see the capture screen video i make with your method and what you must to do... ( yeah it' strange or bug )
So just in material editor click on material and choose Material > New Assigment from top menu > put only level name
OR right click on material level name > Edit Assigments > Edit > delete color and click OK
Hi Martinezx, Thanks very much your continuous effort to help me! I owe you a beer :)..I still don't get it to work.. I wonder if something is completely wrong with my install?
I cannot see the movie you have included, but I can edit the assignments using the various options available. Regardless of the method I choose, the outcome is the same. If I edit an assignment and simply remove the colors, all assignments are then lost. (As they should be).
Tries and outcomes to get assigned to an entire level including all RGB values"Default : 2" - Assigns to one color from the palette."Default : 0-254" - Assigns to all the palette colors, but not to RGB. (Colors like 5578, 10005 etc)"Default : *" - Erases assignments"Default : 0-10000 (anything above 254) - Erases statements
Error in a dialog
You are correct, there is an ERROR in the assignments dialog (right click material, edit assignments). It enters 0-255 as the colors but seeing as 255 is an illegal value there is nothing assigned. Bentley should fix this!
Torben, "Default : *" should work. You should also be able to just input "Default"
Looking at the images you posted at the beginning of the thread, you already have Mirror assigned to "Default :2" so, I imagine, trying to, then, assign Clay to "Default : *", is going to cause trouble.
You really need to start thinking in terms of layering for rendering, if that is all you are trying to do in these models (which your choice of modelling on Default would indicate), so, the elements that want a Mirror material should be on a Mirror level, and so on.
Of course, seeing Default level being used (and full RGB colours), makes me wonder whether this is simply an SKP that you imported. This has been a long standing issue with using the SKP importer to accessorise your scene. In my experience, I have generally delayered the imported geometry to fit my rendering needs, by selecting By Element Colour and moving to a level I set up purposely for that material. It can be time consuming but, if it is accessorising, that you are doing, chances are that you plan to reuse that stuff in other scenes, so you could consider setting up a special cell library for that purpose.
One last thing. The last time I checked, when you saved to external MAT table, MS still insisted on saving your "Default : *" entry into as many lines as there are pre-set colours. If that method is still used, internally, it would cause a bit of a problem with full RGB elements, that could not be covered by this method. At the time, I argued strongly that, If I manually entered "Default : *" in the interface, the resulting MAT file should show the same exact entry. The justification, then, was that the colour by colour syntax was there for backwards compatibility.