I think it matters because of the way the normals are interpolated across each triangle, from vertex to vertex. If you've ever painted vertex colors, you've seen how a quad's internal edge affects the gradient across it.
if I run the script when I have a control vertex selected it does nothing. That's to be expected because a nurbs control vertex cannot be converted to a face. And a control vertex is not a transform - which is what the 'ls' command excludes.
As I remember, there is a way to bake a texture as vertex colors. What you'd need to do is to simply bake it as a texture first, then assign it into a material as a texture. Then in the vertex paint modifier, there is a button to make vertex colors from that texture.
but the vertex painter need a lot of vertex to have a good detail on painted texture. How do you keep low poly terrain or terrain polygon optimized but at the same time be able to use vertex painter efficiently??
I had a similar problem before. I ended up baking to a shadow map, and then using the Assign Vertex Color utility copy the map to the vertex alpha. Then I made a shader that multiplied the vertex alpha by the diffuse.
Hi there, would like some help on this one in regards to vertex in 3ds max please, just asking if there's a way to move vertex upwards but aligning with the edge direction, local doesn't seem to work and edge constraints doesn't work either. any advice or help is appreciated!
Hi everyone! After learning the basics of the material editor in Unreal, I'm starting to replicate the mask shown in the Sunset Overdrive GDC talk. The issue I'm encountering is that my transition is not creating the complete shape, as you can see in the next image. In my case, I've tried adding an edge noise to the vertex…