Well instancing the vertex color on an object means you'll be instancing the object itself anyways. That depends on the engine. Vertex color (and vertex alpha most of the time) is not that expensive now days. I've worked on plenty of project on platforms that couldn't support lightmaps so vertex color (and vertex alpha)…
I'm kinda new to the idea of using vertex colors to blend textures but it seems extreamly useful. From what I understand it can be applied in different ways like for instance painted in Maya etc (where all exported instances of that model will have the same vertex colors), or they can be painted in an editor like UDK…
Vertex color (and vertex alpha) add a little bit to the memory cost for each model. It's more data. For a few assets here and there, nothing big. But if you add to every single asset in the game, and the terrain, and the skies, then it could all add up to several megabytes of additional data. I recently had to beg the…
the vertex colours them selfs are extremely cheap to use, the part that could be expensive, is needing to give your meshes more verts so you can paint on them, and what your doing with the vertex colour since ultimately the material will use more texture calls, unless your just manipulating the current textures in the…
the oneminus just inverts a texture, im useing it because normally a height map uses white for high values black for low but in the case of my vertex blend, i want the opposite to happen, i did the same with the vertex paint too since by default vertex paint is white, so maxed out on all 4 values, so adding the -1 node…
as far as I know the vertex color in itself is not expensive in UDK, I vaguely remember someone calling it "free" but I'm not sure fi that's the truth. A lot depends on what you do with it in the shader though.
ya instancing it would help a bit, also adding some static switch parameters to the material will allow you to enable and disable certain sections of the shader. when i get home i will take a little screen shot of the material for you, the last one i made was for a brick wall, and it blends between 2 diffuse maps, and…
That's very interesting to to see how you set up the material. The OneMinus nodes in the beginning of the Blend Cover and Blend Hardness sections confused me a bit though. What's their function? I liked the part where the detail normals changes with the bland too. In the tutorial I've watched they had a different setup for…
Thanks a lot for your input guys. @Xoliul Ok, that makes sense that what matters more in the end is the material complexity rather then the actual vertex color data. @jeffro Instance was maybe the wrong term to use. I was just trying to diffrentiate between when the vertex color data is exported and saved in the model…