How to convert textures into materials per each triangle in blender Okay so, to be exact
Every model is made up of triangles right?
then when you add a texture to the model, the texture wraps around the model and becomes textured
Now what I want to do is get each triangle and get the texture applied to each triangle and then set it to the average of the texture colors
so let's say there's a triangle which has red and yellow texture
now what will happen is that the orange and yellow will convert into the average of both of them and then turn into a material
so if I load in the model without the texture, i'll still see that there's some representation of a texture
of course, I could assign the color to each triangle individually but that'd be a really long and painful process considering that the meshes are made up of thousands of faces and more
note: forgot to say earlier, im planning on exporting it as .OBJ
It is not what did you ask for, but might be helpful. Add-on Bake to Vertex Color takes image texture with UV map coordinates and creates (bake) colors into vertex color (you can find it under Data Properties &gt; Vertex Color. It doesn't take an average, but certain pixel under vertex.




Note:

To generate average color usually ends with a braun color :)
There can be also stored color per face instead vertex, but I'm not experienced with that.