## Materials – Rust / Kiss3d: How do I color a mesh in Kiss3d? (Code sample request)

This is a question about the sebcrozet / kiss3d graphics engine for the Rust programming language. I managed to create a network with `group.add_mesh()`. Now I want to color my mesh with a specific color for each vertex (or face). Does anyone know how I do it?

A possible approach seems to be to define a `RgbImage` Turn that into all of my different colors somewhere in the picture `DynamicImage`, turn that into one `Texture`Link the texture to the mesh somehow, set up a UV map, and set the UV position for each vertex to be associated with the corresponding color.

The documentation is not detailed enough or gives no concrete example. Does anyone have a sample code that works?

## Automatic assignment of materials when importing FBX from Blender to Unreal

I have a model in Blender and have assigned placeholder materials to its faces. I can export it from Blender to FBX and import it into Unreal Editor. After importing the mesh, I can manually assign unreal materials to it in the Unreal Editor.

Is there a way to do this automatically? I tried to name my materials in Blender the same as in Unreal, but it didn't seem to work.

## Unity: Under iOS, materials with normal cards look completely wrong

We are creating an AR-enabled app with Vuforia and Unity 2019.3 using the Universal Render Pipeline.
The problem is that our models on iOS, whose materials contain normal maps, look completely bad, as you can see.

When we remove the normal cards, the models look good, but since the normal cards add a lot of detail and depth to the scene, we'd rather not drop them.
We tried to change the normal map import settings, compression formats, etc., but it didn't make any difference.

Is there any other solution to fix this?

By the way, there is no problem on Android.

## Soundproofing materials

Our acoustic sound-absorbing ceilings are used for high-quality sound and external sound insulation. This product structure consists of a flexible MLV barrier with anti-UV PVC and glass fiber fabric on both surfaces. The middle is the quilted sound absorption. The main application in chain link fences, the construction site barrier, the noise barrier, etc.
Acoustic Barrier Fencing
Finish MaterialPVC & fiberglass fabric
Inner material sound absorption + sound absorbing felt
Size 1000 * 2000 mm or customized
Color green, gray, black, blue etc.
Weight5-7kgs / sqm
Design rhombus, vertical line, square
Insulation coefficient 17-27DB
design
Project case soundproof materials
Website: http: //www.goodsoundproof.com/soundproofing-material/

## Group Theory – Using Mathematica to prove that isotropic materials have only two independent parameters

You can find contributions on related topics here or here.

Index symmetries:

A stiffness tensor $$C$$ is a fourth order tensor with components $$c_ {ijkl}$$ which maps symmetrical second order tensors into symmetrical second order tensors, i.e. $$sigma_ {ij} = c_ {ijkl} varepsilon_ {kl}$$ (linear elastic law), $$sigma$$ (Stress) and $$varepsilon$$ (Elongation) are any symmetrical second order tensors. Because of the symmetry of the second order tensors $$C$$ may be slightly symmetrical, i.e. $$c_ {ijkl} = c_ {jikl} = c_ {ijlk}$$. The not insignificant symmetrical part of $$C$$ is irrelevant to the elastic law and is dropped. When the stress $$sigma$$ is related to an elastic energy potential $$W$$ (referred to as hyperelastic behavior), i.e. $$sigma = partial W / partial varepsilon$$then, due to Black's theorem, the stiffness tensor $$c_ {ijkl} = partially ^ 2 W / partially varepsilon_ {ij} partially varepsilon_ {kl}$$ must have the main symmetry, i.e. $$c_ {ijkl} = c_ {klij}$$.

Material symmetry:

A material with stiffness $$C$$ should have the material symmetry group $$G$$ (e.g. triclinic, orthotropic, transverse isotropic, …) if

$$begin {equation} C = Q star C qquad Q in G. end {equation}$$

stops where $$Q$$ are second order tensors, which are called symmetry transformations of $$C$$. The product $$has {C} = Q star C$$ (referred to here as the Rayleigh product) is defined in components as

$$begin {equation} hat {c} _ {ijkl} = Q_ {im} Q_ {jn} Q_ {ko} Q_ {lp} c_ {mnop} end {equation}$$

For solids, $$G$$ is a subset of the orthogonal group. In solid-state mechanics, it is sufficient to take rotation matrices into account $$Q$$ from the rotation group $$SO (3)$$. If $$G = {I }$$, $$I$$ so be the identity matrix $$C$$ should be triclinic. If $$G$$ has more than the identity transformation, then different material classes can be defined (different anisotropy types). If $$G = SO (3)$$, the $$C$$ should be isotropic (no directional dependence).

I want to use Mathematica to get the number of independent parameters that the fourth order tensor needs $$C = Q asterisk C (Q in SO (3))$$ under the rotation of the group $$SO (3)$$.

Currently, I can only get 30 independent variables using the following method:

``````SymmetrizedIndependentComponents({3, 3, 3, 3},
Symmetric({1, 2, 3})) // Length
``````

I still can't use the group's rotation $$S0 (3)$$ to further reduce the number of independent variables. What should I do?

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## Unit – Do you automatically assign 100 materials from different shaders with their respective 2D textures to a shader?

Is there an editor script that can be used to assign all materials to a shader, including copying the texture? I found an editor script that changes the shader but doesn't copy its texture. How can I achieve this?

``````using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class MAT_Change : MonoBehaviour
{
static void Change1()
{
}

static Object() GetSelectedMaterials()
{
return Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets);
}

{
int counter = 0;
if (Selection.objects.Length > 0)
{
Object() materiales = GetSelectedMaterials();
if (materiales.Length > 0)
{
foreach( Material mat in materiales )
{
counter++;
}

}
}
EditorUtility.DisplayDialog( "Message", "materials changed: " + counter, "OK" );
}
}

``````

## MeshBatcher for XNA always materials wrong

I'm trying to write a mesh batch for XNA.

In the test scenario, I use 3 network entries and 2 materials. However, only the last material is drawn.

``````sealed class MeshBatch
{
GraphicsDevice GraphicsDevice { get; }
private VertexPositionNormalTexture() vertexArray = { };

private int() triangles = { };

public MeshBatch(GraphicsDevice device)
{
items = new List>();
GraphicsDevice = device;
}

private void EnsureCapacity(int vertexCount, int triangleCount)
{
vertexArray =
new VertexPositionNormalTexture(vertexCount);
triangles = new int(triangleCount);
}

public void Draw(Mesh.MeshEntry entry, Material mat)
{
}

public void Draw(GraphicsDevice device)
{
if (items.Count == 0)
return;

int itemCount = items.Count;
int vertexCount = 0, triangleCount = 0;

for (int i = 0; i < itemCount; i++)
{
Mesh.MeshEntry item = items(i).Key;
vertexCount += item.renderBuffer.Length;
triangleCount += item.indices.Length;
}

EnsureCapacity(vertexCount, triangleCount);

vertexCount = 0;
triangleCount = 0;
Material lastMat = null;
bool flushed = false;
for (int i = 0; i < itemCount; i++)
{
Mesh.MeshEntry item = items(i).Key;
Material mat = items(i).Value;
int itemBufferCount = item.renderBuffer.Length;

if (lastMat != mat ||
vertexCount + itemBufferCount > short.MaxValue)
{
flushed = true;
Flush(lastMat);
vertexCount = 0;
triangleCount = 0;
lastMat = mat;
Array.Clear(vertexArray, 0, vertexArray.Length);
Array.Clear(triangles, 0, triangles.Length);
}

for (int ii = 0, t = triangleCount;
ii < item.indices.Length;
ii++, t++)
triangles(t) = (item.indices(ii) + vertexCount);
triangleCount += item.indices.Length;

for (int ii = 0, t = vertexCount;
ii < itemBufferCount;
ii++, t++)
vertexArray(t) = (item.renderBuffer(ii));
vertexCount += itemBufferCount;
if (!flushed && i == items.Count - 1)
Flush(mat);
flushed = false;
}

items.Clear();
}

private void Flush(Material mat)
{

if (vertexArray.Length == 0 || mat == null)
return;

foreach (EffectPass pass in mat.Effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserIndexedPrimitives(
PrimitiveType.TriangleList,
vertexArray, 0, vertexArray.Length,
triangles, 0, triangles.Length / 3,
VertexPositionNormalTexture.VertexDeclaration);
}
}
}
``````

Any help is appreciated.

## Animated Unity materials will not be previewed

I am looking for help because I have just dealt with this topic Unit 2019.2.8f1 and I do not know how to fix it (if possible).

I should mention that I have updated this project from Unity 2019.1.0f2 and in this version the animated material preview worked flawlessly. Instead, the material in Playmode works as expected, but is not animated at all outside. The animation will only start when the editor window is refreshed, d. H. When I make changes in some editor windows.

If you're wondering, you've enabled "Animated Materials" in the Sceneline, so that's not the problem.

I hope someone knows a solution to this problem. If it does not exist, thank you anyway for your time 🙂

## Unity 3D – materials are stretched and tiles do not help

I am a programmer and work with Unity 3D, version 2018.4.6f1 for this class. I wanted to add some materials to my wall, but this results in a pretty ugly result, as my walls are different in size.

This also happens with actual textures.

However, editing their "tiles" as suggested does not lead to something pretty, given the size of the objects. (In the example shown, both tiles are x: 3 and y: 4.) I also can not edit the individual tiles for each object.

How can I fix this and make everything look good? Of course, I do not want to create a gazillion with the same texture / material so I can tile it differently for each object.