I am trying out vertex color painting in 3dsmax. say u paint a vertex color map after asigning a vertex paint modifier, is there a way to get the initial vertex color map to display as you paint a new vertex color after applying a new vertex paint modifier especially if u need to paint with reference to the previous one in…
The shading depends on vertex normals. Flat thing should have them same directed . Typically 3d packages control vertex normal on their own but with lots of tiny long triangles errors usually happen . insetting or beveling or face weighting are just ways to help automatic algorithm. You can do same manually too. Like…
Hi Not to sure if this question has been asked but does Marmoset toolbag 2 support vertex alpha and vertex colour? Im exporting my meshes as obj (tried fbx too) from maya into Marmoset. I see there is a shader for vertex colour and a tick box for vertex alpha but they don't appear to be working. My meshes are there as…
hi all :) anybody know how to bake vertex color data from vertex color channel to vertex alpha channel in 3ds max? pls show me how to do it thk for sharing :) ps. my max version is 2012
thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard…
Hello, i have a wierd problem with vertex color that i have never had before. I'm using 3dmax 2022 and i'm using ornatrix, so.. when i have the hair done, ornatrix always generate a vertex color for the flow i activate vertex color property in the viewport and it's white even if i apply some data channel looks totally…
Hello Polycount, I have been looking for a solution to this for a little while now, basically i need to find a way to achieve this faded paint on concrete effect as shown in the image above with vertex blending. I know the typical approach for texture blending is to use a Height-map as a Blend-mask, but since the concrete…
Why must I subdivided edges on a mesh to get a acceptable results from a vertex map ? The method to create a vertex map as most know on a mesh is Lighting/Shading > Assign New Bake Set > Vertex Map, can't you see a vertex map in the viewport ?