I'm not firing unreal up now to work out the exact mechanics of it but iirc you can get position information via the vertex interpolator node It's been a couple of years since i was fiddling with this but I have a feeling I never solved the pivot placement properly and ended up just baking the information into vertex color
Hey guys, I'm trying to randomize some vertex colours, Tried looking for a script but couldn't find one except for Vertex Chameleon. Right now I don't have the luxury of acquiring new plug-ins and what not, so I was wondering how to do it with just Maya. I want to bake AO into vertex colours and modulate(multiply)it over…
Yes it does increase the vertex count, because each vertex normal requires its own vertex to store the data, same with UV splits. So when you make hard edges you are duplicating vertices. But it’s not that big a deal these days; hardware can handle a lot of vertices.
Very straightforward issue: import a plane with 4 faces, tessellate in the shader, then vertex paint. Despite tessellating to thousands of polys, vertex paint only respects the *original* vertex count? Stated differently: You cannot paint on tessellated vertices, only base mesh vertices(?)
All UV border edges = split vertex tangents along the border. Not vertex normals. They are different things. However since a vertex can only have one set of information, it must split the vertex, even if the normals for both vertices are identical - if the tangent is different, you need a new vertex.