Hi! I am trying to get VertPaint to work, I go through the package manager, Ive re-downloaded several times and imported but nothing, the window does not pop up when pressing the keybind and it doesnt show up on the window tab
Hi ^^ just have a small question to you, so the shader contain normally layers wheres the colors are asigned but on my interace, i dont’ have such option, is that an inspector option to activate ?
I’m using URP
Yeah, on URP and HDRP the inspector looks different unfortunately (but don’t worry, VertPaint itself functions the same). You can assign the colors in the color 1, color 2, etc… fields
G’Day Poly!
I am hoping VertPaint is the tool I’m looking for, specifically with the repacking ability. I have meshes that need to be vert painted and then baked in Mesh Baker, which doesn’t see my vert paint, which I’ve learned is stored in the Mesh Filter (not directly on the mesh). I am hoping VertPaint repacking tool will actually mix my texture image together with (up to 3) vert paint images (not the primary RBB colors, but the 3 textures they represent), so my final single diffuse/albedo map has the vert paint physically on it, instead of stored in the mesh filter/other layer. Is this what’s happening behind the scenes when we repack?
Thank You!
Thanks for the explication ! ^^ , however when i do that, the texture color changes, so i need to do that, and then re make the color white right?
The texture itself is never directly touched by VertPaint; the colors in the VertPaint inspector refer to the vertex colors of the selected mesh and are used for blending.
For example: you put albedo1 and normal1 into the channels assigned to red, and albedo2 and normal 2 to green. You can then blend between albedo1+normal1 and albedo2+normal2 by painting red and green onto the vertex color channels using VertPaint; you’re not painting “the color red” per sé onto the albedo.
VertPaint does not alter your textures, it’s a vertex color painter
Hi UniSmash,
VertPaint does not produce baked output maps: that feature does not exist yet, sorry .
It’s an idea for the future though, thanks for the feedback!
The repacking feature is in the shader prep utility and is merely a texture channel switcher: it is useful when you want to produce an MSHAO map for the VertPaint shader using texture maps that do not use that channel alignment (e.g. maybe you have the metallic map in a dedicated texture, smoothness as alpha in some other texture, etc…). With repacking you can “grab” channels from one or more textures and combine them into one texture map.
Very interesting, thank you. It’s good to know this exists. I don’t know how many other people manually bake meshes these days, but for BRP on android we have to bake manually (really important for optimizing performance in my case), and I simply can’t use my ‘hidden’ mesh filter vert painting data yet. Nobody has scripted it successfully yet on the asset store, I’ve searched everything. I’d like to buy your solution! You’re our only hope, Obi-Wan #static#
Thanks for the explanation i understand better now ,
I realise that maybe I expressed myself incorrectly : my issue is:
for knowing wich color is assign to what channel, i need to change the color value in the inspector, unlike HDRP where with the interface, you can cleary see what texture is asign to what color (the layers). so i guess i need to remember what goes where (if it’s the case no problem, i just want to be sure )
haha, been a long time since my last star wars quote encounter on the internet
I see, hmm… I don’t think I can implement this feature fast enough, and I have very limited time unfortunately.
But is it perhaps possible to use VertPaint after using MeshBaker and having combined all the meshes? Like, as a final step, such that the MeshFilter is “final” and can be written into by VertPaint?
I don’t know, I actually don’t have a lot of experience working with Android: I’m just curious.
In my experience, some customers have reported problems with shader sampler limitations being hit on Android when using the 4-way blend shaders (resulting in pink appearance of the meshes). This used to happen only on Android due to hardware limitations, and they’d have to split their meshes up further and use 3-way or 2-way blend shaders instead. In your case, that would mean that you’d have to blend your baked albedos and other texture maps with variations thereof.
Let me know, what are your thoughts?
Maybe we can find a solution that doesn’t require a full baking kit to be implemented into VertPaint anytime soon?
aah, yes, that is absolutely the case, yes
I’m sorry for the lack of clarity it’s really unfortunate that I wasn’t able to make the newer rendering pipelines material inspector look exactly like the original built-in counterparts with the nice colors and all.
yep, you’ll have to remember what goes where; the shadergraph-based inspector doesn’t look as “sexy” as the one with the color-coded texture slots in the BRP
After a bunch of experiments, yes! I am able to advance my workflow and vert paint at the end of the process. There’s a trick or two with baked meshes, but if you bake a combined skinned mesh (mesh baker), disable the combined mesh and re-enable the individual meshes, you can vert paint on them and the new textures will be overlayed on top of the combined mesh when it’s re-enabled. This is huge for me! Thanks a bunch for helping to think it through!
Aww that’s great! I’m so happy I could help, and thank you so much for posting your trick here for everyone to see, maybe it will help other devs in the future
Cheers, and best of luck with your projects!