Hello, I'm fairly new to SP, and just wanted to see if there's a better workflow for what I'm trying to do.
Currently
I've been assigning Vertex Colours (in Blender via TexTools), but when
I'm in SP, if I'm playing around with smart materials, generators and
such, I'm finding it hard to get the effects just on the areas I want
it. It seems as though the way I'm doing it the mask for the layer/smart
material/generator fights or overwrites the colour selection which
seems to also act as a mask. I had a play around with smart
materials/generators on (what is essentially) a glorified shader ball,
and found it fairly easy to get what I wanted to happen, i.e. masking
out areas, using generators, filters and paint layers etc to layer up.
It just seems when adding in Vertex Colours it becomes a problem to do
this.
Is there a correct way to layer with the
Vertex Colour technique? Or is there a better way of doing this?... The
goal being to have control over texturing individual parts of a single
object within a single UV.
Thank you for any advice
Replies
On more complex models I often create folders for the different material IDs with the corresponding mask.
Other than vertex color, I like to use different materials that are assigned to different parts of the highpoly
Perhaps I didn't get the question :P
Either just paint the masks in painter or bake a grayscale texture for each separate mask.
The former is less bother in the long run and would be the preferred option for anything that isn't difficult to paint around.
packaging this stuff up in a single file makes sense in vfx/film-making where you have a lot of disparate data types that all need to be composited together and passed around between multiple studios but for video games where 99% of the time you put textures in a folder and never move them because version control exists there's effectively no benefit
I may have mixed up my terminology - it's been a few years since I poked around with openexr - but I was under the impression that a deep exr was anything more complex than a 4 channel image with consistent bit depth and size