03-11-2025 07:03 AM
Horizon World Creator App using a Quest 3. I set a simple block into a new world and try to change its color. Immediately I'm met with resistance 🤣 an error message "cannot paint tri-mesh".
I'm really excited to get started but can't move forward when I'm stuck at a basic task. So I greatly appreciate any suggestions. 🙏
03-11-2025 07:27 AM - edited 03-11-2025 07:28 AM
Yes you can not paint tri-mesh assets, you will need to bring in your own assets from a 3D application like blender and use the textures you want, if you are in the US you might be able to use Gen AI to texture the basic shapes. If you want to build with the basic shapes and paint them you will have to build in a primitive world.
03-11-2025 07:46 AM
I'm sorry I'm confused. Im extrememly new so my terminology might be off. What is a primitive world? I'm working in the Meta Horizon World Builder and it's pretty primitive, there is nothing there but my block. 😁
I've watched tons of step by step tutorial videos and they paint their blocks in build mode with no error message. If it can't be done, why is there a paint brush?
I've really tried to resolve this myself. I start a new world, bring in a block, circle, etc. I then try to change its color and I'm met with the error message.
03-11-2025 08:03 AM
If you are using the desktop editor, I don't think you can even create a primitive world anymore. However, if you are creating in headset, when you create a new world, it should ask you what type of world (primitive/sub-d, or Custom Model Import/CMI) you want it to be. If you choose CMI or created the world using the desktop editor, you cannot use the paint tool to color shapes.
As @HomeMed has mentioned you will have to import your own textures or use the Gen AI Tool (USA only). Note that you can just import a 64x64 square of a solid color if you want to paint the shape a solid color.
03-11-2025 09:26 AM - edited 03-11-2025 09:30 AM
You cannot paint trimesh objects - including trimesh shapes under Gizmos - the way that you can paint primitive objects (shapes in the main asset library). You need to use an external editor (Blender, Adobe Substance Painter, etc.) in order to texture your objects and then import the object as an FBX and the texture as a PNG using the naming conventions provided in the documentation.
You CAN, however, tint your trimesh objects. This will not produce highly saturated coloration, but it creates what I would describe as a color overlay on the object, and you can adjust the darkness/brightness. It truly is a tint vs painting an object entirely. Think of staining wood vs. painting wood. This is more like a stain.
To do this, go to the Attributes tab under the object properties and change the color values in the R, G, and B boxes. Note that clicking into the white box next to the value boxes will NOT open a color palette. You have to manually enter the values, with each max value being 1. So you will be entering decimals for each color. Takes a little trial and error but once you get the hang of it, you can achieve the color overlays that you are looking for.
Hope this helps.
03-13-2025 06:41 AM
Yeah, I think our biggest disadvantage here is the fact that we are trying to build a world on the VR headset. I do remember when I first started building a world they gave me two options that I could choose from and I think the second option was the primitive world option. I am guessing, since people are able to build the world on the desk top editor, that must be more directed for people to use that other option instead of the primitive option. I really hate that the desktop editor is not available for Mac computers, it really makes me feel at a disadvantage when it comes to building. But yes, I think you might just have to start over building your creative world, and when that option comes up, just choose the primitive option.