Yeah. Also, using Transfer Maps to bake vertex color into a texture is not the technique that’s used in games. Defeats the purpose of using memory-efficient vertex color.
Ah, so It allows to have up to 8 textures to mix together using vertex color and alpha. A bit of an offtopic, but first thought I had after reading a title is split UVs of vertex color/alpha to have rough transition between values. Not sure it even makes sense with other software or file formats, but 3dsmax allows for some…
Hello fellow polycounters. Thought I'd share a potential solution to how Naughty Dog is having more than the one set data in their Vertex Painting Setup for the Last of Us part 1. You can view the awesome talk here. https://www.youtube.com/watch?v=DEuYcOWNV2k @17:45 and 32:45. There is a lot of potential room to play here.…
If FBX supports multiple UV sets, I would look into that first. But Unreal would also need to support importing those UV sets. Vertex color is just numbers in the end, which is part of why it’s so efficient (less memory use than textures). So you can use a UV set to store vertex color instead of texture coordinates.
Might have completely misunderstood this section of the talk; interpreted the stacking of the texture sets as two chains of vertex colors and not one chain. So instead of lerping between just A and B on the red channel you are lerping between A, B, C, & D on the red channel, and on the Green channel and on the Blue…
It's worth pointing out that they have a proprietary engine and that there's no reason you cant store multiple vertex color sets in a model so they probably just do that for simplicity's sake. This is also what the slides suggest they did so I think it's a safe bet. The simplest option if you only have 4 channels is to do…
youi're missing white so it's 8 by that logic however.. if you use vertex color in most engines (eg. unreal) it's a fixed cost - you don't save anything by using only 2 channels because the data is stored as a vec4. At worst you have 8-bit precision - giving you a potential total of 1024 unique 1 bit masks. I've shipped a…
I think they are simply blending together multiple tiled textures, this is a fairly common setup with vertex painting. Clean brick wall. Mossy wall. Cracks. etc. Each is a tiled texture. Another setup, this allows 16 textures to be blended by using only one of the three color channels (green) within a single set of vertex…
I think fbx as a format supports multiple sets - it certainly supports <n> layers of data. I'm not sure that any of the major exporters/importers handle it though. To store the color in UVsets you can use channels in max, I'm not sure if there's a way to do it through the UI in maya the path of least resistance is to pack…