Welcome to the Onshape forum! Ask questions and join in the discussions about everything Onshape.
First time visiting? Here are some places to start:- Looking for a certain topic? Check out the categories filter or use Search (upper right).
- Need support? Ask a question to our Community Support category.
- Please submit support tickets for bugs but you can request improvements in the Product Feedback category.
- Be respectful, on topic and if you see a problem, Flag it.
If you would like to contact our Community Manager personally, feel free to send a private message or an email.
PNG files
Robert_Declos
Member Posts: 5 PRO
hello, I want to use a PNG file as a appearance texture in Onshape render. How dcan I import it?
0
Answers
I don't see an (Add new material) button anywhere. I thought there use to be a generic texture to drag and drop that would let you choose the base, normal map, etc… But I don't see that either.
@Paul_Arden will know.
Is there a way to add a basic texture that has:
Learn more about the Gospel of Christ ( Here )
CADSharp - We make custom features and integrated Onshape apps! Learn How to FeatureScript Here 🔴
You'll first need to have the image uploaded to an Onshape document (doesn't need to be the same document, just one you have access to) so that you can select it.
The "Using appearance functions" section in the documentation here describes how to connect functions to appearance parameters. Most parameters can have functions connected to them, but you can see which parameters are compatible when you start dragging the function as the compatible parameters will have a blue highlight.
For images specifically, you want the various bitmap functions. If you search for "bitmap" in the functions folder you'll find these.
If you don't need the more advanced and complex controls then the second one "Import bitmap file - Bitmap texture" is the one you want. You can just drag this onto the parameter you want to texture then select the image. For bump maps specifically the one on the right needs to be used as it requires the image to be interpreted differently. Similarly for normal maps there is a "Normal map - Texture" function you can use.
When using textures on some parameters, for example specular/reflectivity you may want to interpret them as linear color instead of normal RGB color (so that 50% grey actually gives 50% specular for example), the "Tips" section of the above linked documentation describes how do to this if you need it.
If you need specific placement of the image rather than the automated tiling used by default you'll likely want to take advantage of the "Projector" feature, the documentation for which can be found here.
For generic appearances with the typical types of parameters you want to connect the images to either the "Flexible material model" or the "PBR metallic roughness" or "PBR specular glossiness". If you're trying to use a set of textures from a library somewhere that describes itself as a set of "PBR" textures then it's likely "PBR metallic roughness" you would want to use (usually those have textures for base color, metallic, roughness and normal), otherwise the "Flexible material model" has the most generic set of parameters.
Thank you Paul! I will try it.