what tharle meant was that theoretically there isn't a limit of vertex paint channels. I mean, of course there is, but as he said, you could for example use the red vertex paint channel and split it into two. Instead of having values of 0 - 255 deciding which 2 textures to blend, you could use 0 to 127 in order to blend…
not sure what the limit is since you can just chain a bunch of lerps up togeahter. bit there is a limit of olny 4 colour channels to use with vertex paint.
Hey guys, very interesting posts. I was wondering if it's possible to show vertex alpha information in UDK... by that I mean showing a vert as 0% opaque all the way to 100%.
So If i wanted to use vertex paint. I could only either use 4 diffuse or 2 diffuse and 2 normal or any combination of 4 texture samples? Is this correct?
Well each channel is grayscale, and what I'm packing into those channels is blend maps so the texture doesn't blend simply with the blurry vertex information. Then blending is like in this free eat3d vid http://eat3d.com/free/vertex_painting
5 Vertex Channels (Black, Alpha, Red, Green, Blue) with Black being the base. Maximum number of textures in a material (DX9) is 15, 12 if you check static mesh as it's only function. Maximum number of instructions (DX9) is 512.
Thanks a lot Ace for that good info. I've been finding that 3 vertex sets for painting is more then plenty now that I test it out and plan my base diffuse a bit better. Also decals could always be added if needed.