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(Attribute Node) Vertex Color for Selective Opacity

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  • #21790
    GLiFTeK
    Customer

    Hi,
    I’ve been experimenting with vertex paint to accomplish a few things.
    i see an example in the verge manual of assigning material attributes through the RGB value of vertex colors.

    is this the right type of setup for changing the opacity of different parts of an object?….

    c

    every part i painted is either 1,0,0 or 0,1,0 or 0,0,1 etc…
    it’s kiiind of working… but also dims the overall opacity in general.. and isn’t being precise or produce expected results…
    (would i need to do a clamp or greater than or map range types of thing here if i wanted more DISTINCT , controllable areas BESIDES just absolute R,G or B?)

    since bones are used in verge does that mean verge can access weight maps?

    would that be an option for this type of scenario as well?
    vertex groups?

    thanks!

    #21792
    GLiFTeK
    Customer

    changed it up to this… and it works nicely…

    s

    (for just 3 areas for now, R,G & B 100% each) still would like to know how to dice those 3 up to more controllable ranges…

    but i’m wondering.. are all these mix shaders necessary?
    aren’t they very taxing on processing? as they each do a full shader call?

    i’m trying to be very economical and efficient while structuring things now, so it doesn’t get out of hand later when the project is much larger, so any tips on that would be great thanks.

    #21881

    but i’m wondering.. are all these mix shaders necessary?

    You can change tham on multiple math node and connect it directly to one mix with transparent and your main shader node.

    Co-founder and lead graphics specialist at Soft8Soft.

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