You're probably looking for PolyColorPerVertex You can query each channel and set too. Some sample code. Note this will probably be slow on higher vertex counts: import maya.cmds as cmdssel = cmds.ls(sl=True)start = cmds.timerX()for obj in sel: totalVerts = cmds.polyEvaluate(obj, vertex=True) window =…
Software: Maya / ZBrush / Substance 3D Painter / UE5 Fan art of Minamoto no Raikou from Fate/Grand Order. Rendered in toolbag Feedback and critiques are welcome.
Also made a new tiling texture. I needed one that I can scale the uvs of my mesh's so i can start making trees and a faster rate. Here is the progress on that:
The texture tiles "mostly" ok by the look of it (i checked in designer) there's a couple of areas where I'd expect to see some sort of spike but nothing that would cause the sort of gap seen in the last image assuming a 1:1 ratio of faces:pixels - unless one of the meshes was rotated relative to the others. I'd put this…
nothing really. To many scatered tools already. Waiting for proper Straight skeleton Bevel but thats not possible with python and will be probably in 5.2