How do I colour a mesh in Kiss3d? (code example request)

This is a question about the sebcrozet/kiss3d graphics engine. I have managed to create a mesh using group.add_mesh(). Now I want to colour my mesh with a specified colour for each vertex (or face). Does anyone know how I do this?

One possible approach seems to be to define a RgbImage with all my different colours somewhere in the image, turn that into a DynamicImage, turn that into a Texture, somehow associate the texture with the mesh, set up a UV map, and set the UV location for each vertex to map to the relevant colour.

The documentation does not go into enough detail or give a specific example. Does anyone have any example code that works?

What different skin colour can a tiefling officially have?

I’m interested in knowing how different colours a tiefling’s skin may can be, with official backing. By official backing, I mean, there are plenty of fan-images out there of tieflings of all sorts of colours, but I’m primarily interested in official art for any edition of D&D, and better yet, such skin colours explicitly stated in the text.

Typically, as I pointed out in my previous question, tieflings (in 5e, at least) have either “human skin colour”, red skin, or somewhere in between.

From the 5e Tiefling player race description, Infernal Bloodline section (PHB, p. 42):

Their skin tones cover the full range of human coloration, but also include various shades of red.

Examples of other colours (all non-5e references come from this answer):

  • Blue skin: In 2e, The Planewalker’s Handbook, p. 80, blue skin is an option. In 3e, Races of Faerun, pp. 125-126, blue skin is attributed to having night hag heritage. In 5e, Sword Coast Adventurer’s Guide, p. 118 mentions this in the Tiefling Variants sidebar (“red or dark blue skin”).
  • Green skin: In 2e, The Planewalker’s Handbook, p. 80, green skin is an option.
  • Purple skin: In 5e, the main art for the Tiefling player race is purple (thanks @Guybrush McKenzie), although given that this is on the same page of the PHB as the first quote above, and it is a rather reddish-purple (as opposed to a more blueish-purple), it may be argued that it counts as a “shade of red”?
  • Honourable mention to the ivory white tiefling, although there’s Q&A that concludes that it counts as a “human skin tone”, so that may not count here: Can a tiefling have permanent ivory white skin?

Are there any other tiefling skin colours, either shown in official art or, better yet, mentioned in any official text? I’m not considering novels, only rulebooks and lorebooks. Also, ideally, I’d like images to be backed up by text (hence, are there any mentions in any text of the purple tiefling, for which I only have a picture to infer that it is possible?) where such text exists.

It would be great if answers could include lore explanations for each skin colour, as per my previous question, but since that had a whole question just for blue skin, I’m going to consider that a “nice to have” rather than a hard requirement for answers, lest this become too broad (but it would save me asking “what’s the lore behind green?”, “what’s the lore behind purple?”, etc).

Handling metallic roughness maps colour channels

I’m trying to use a metalness/roughness workflow and I’m not sure how to translate the colour channels into the different metalness and roughness attributes. I’m not sure if there’s a standard on how to encode that information and I can’t find any online resources on how to treat the colour channels so I’m guessing that there is no standard.

I have had materials which have used only the R and B channels and having the B channel set as 0 and I have had materials that somehow use all the RGB channels and I’m confused as to why they would need a third channel to determine metallness and roughness.

My question is, how should I determine the format that the map is in and which channel corresponds to which attribute?

Update: I’ve already come to terms that I’ll probably have to compile new shaders for different materials but I’m trying to figure out a way of identifying the format that a map is in. It would appear that for one of the models I’m using, it stores its bump map in the R channel. I didn’t even know that was an option

Update 2: I imagine I’ll have to just delegate this to the asset pipeline and have the user select which channels to sample from. That or have a hardcoded format and make sure that any PBR materials imported follow that format

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APP REDESIGN – implement new brand colour or new layout/experience?

I’m trying to do a personal project as part of my portfolio. So one of the things I have been constantly asking myself is when looking at doing a complete redesign of the Mobile App including the core experience, layout, and even the primary brand colours, which route would you take?;

  1. Introduce the latest brand colours in the existing design/layout.
  2. Implement the new layout/experience and do an A/B and at the final stage introduce the brand colour.

The main reason for wanting to do the split implementation; to provide the users a sense of continuity between the existing app screens and newer app screens. So by all means, the users do not feel alienated when they are left to navigate an entirely new app (with changed experience, layout and brand colours)

Please do let me know the core reason on why you think either of the approaches work.

Thanks a lot in advance.

Document card hover colour change

Hi I have used office fabric ui document card i want to change colour on hover of document card ,

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   const cardStyles: IDocumentCardStyles = {    root: { display: 'inline-block', marginRight: 20, borderRadius: 25, marginBottom: 20,width: 200,     backgroundColor:"#fbce07",    }     };       const  Documentcardstyle = {   root: { textAlign: "center" , borderRadius: 25, backgroundColor:"#fbce07" , color:"white" }    };     <DocumentCard styles={cardStyles} onClick={() =>this.ShowGrid(items.Template)}>   <DocumentCardTitle styles={Documentcardstyle} title={items.Template} />  <DocumentCardImage  styles={Documentcardstyle} height={100}imageFit={ImageFit.cover}  imageSrc={items.ImageLink ? items.ImageLink["Url"] : ''} />    <DocumentCardDetails> </DocumentCardDetails> </DocumentCard>