soo
Can't believe this has never come up for me cos I've been using max since it released but still.. is there' really no good way to bring vertex color into a material as a 3 channel mask ?
The vertex color map appears to effectively ignore the z/w component so that's useless.
I could dump this out to a game engine or write a custom shader but I'm stubborn so I want to make it work with native materials.
what am I missing?
(I might consider writing an osl node if that's not too much of a pain in the arse)
ta
in return for your attention I have attached a very dirty macroscript that takes a decent guess at finding the local orientation of a mesh. I wrote it on 2021, it's not finished and if it doesn't work for you you're on your own.
manual : select a thing, press the button, align the thing's pivot to the blue box
Replies
There's an old vertex color node, works for me with Arnold.
Instead of writing a new OSL node, you can also use the UVW channel OSL node with channel 0 to fetch the vertex colors, and then split that with a Components node into the R/G/B.
Viewport preview is messed up for the OSL node's channel 0 for some reason though IIRC, but if you use channel 2 for the vertex colors then they show up in the viewport too. Wish they'd fix that since channel 0 is the default.
Yeb.
ah, thankyou very much
in no small part because this confirms that I'm not dumb
(edit - also that script wont run cos the macro name is wrong)