apply a shader w/ vertex color connected
apply a shader w/ vertex color connected OR if yo uhave Mesh paint on, select the visualization for RGB channels
it just applies 3 different types of vertex color on the active static mesh component, if you want the noise to drive all, just use the noise to drive the R channel and modify in the shader
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Hello. So if i understand correctly, you mean i should modify the material to use the R channel for all 3 textures?
The tool only modifies R as noise, G, B are gradient and proximity.
So if you want to use the noise itself for all 3, you can simply use the noise on R and in the shader(unless you use the vertex color elsewhere), and just modulate it with some other math, but we can add RGB noise in the next release if thats what you need
Well i was mainly wondering if it would be possible to use all 3 effects on each channel.
So basically 3 stacked masks for each
All 3 are applied by default
just make sure to use write channels as RGB
so noise gets written to R, gradient gets written to G, proximity to B
unless i misunderstood you
I think so, yes 😄 I'll try to explain with a sketch
a bit hard to see the square i the middle which is supposed to represent proximity
but in essence all 3 effects (noise, gradient and proximity) in one channel
ahhh
so 3x3
in my current case, i would like to apply noise for one texture but also exclude some areas using proximity (for the same texture)
so let met get this straight, all effects additive(i assume) into one channel, which is delegated to RGB
well in the shader you can do that, use the B(proximity) as a multiplier in the shader
sure, but then i have one less texure available to blend, right?
because i need to use the same texure for R and B
this is how my material is setup. This is using William Fauchers Easy Mapper
imagine that vertex color is just a texture that has RGB, but in reality its not a texture, so nothing changes, its just a workflow preference on how you want to use it
Unreal Engine
EasyMapper in Materials - UE Marketplace
EasyMapper is a Master Material setup that supports World-Aligned (Triplanar) texture projection, combined with Nanite tessellation/displacement, and Advanced Vertex Blending in one simple, elegant package, for easy texture blending across assets.
So let's say i want to add random moss on top of a concrete material here using the R channel, but i also want the moss to be on the edges of the mesh
In my material I have 4 different textures on Black and R G and B. So if i want to use the moss for noise and proximity I would need to set it on R and B? And therefore loose the Puddle layer?
you can always modify the logic of the shader
multiply R and B of the vertex color and use that with the moss
but ill look into this easymapper, and modify the vertex color setter to be more friendly w/ it so you dont have to do anything within the shader
Sure, I get that. But i'm wondering if something like this is doable:
So all 3 effects multiplied on each channel.
If i understand correctly, currently each channel can only have one effect applied. It would be great if each channel could have all 3 effects applied.
in the future it will be doable 🙂
first request for this tool so yeah good idea
cool! i applied vertex colours manually now in my modelling software and photoshop for now 🙂