Vertex colors: the hidden workhorse of shaders – introduction to realtime lowpoly vertex painting

Vertex colors: the hidden workhorse of shaders – introduction to realtime lowpoly vertex painting

Blender

1 месяц назад

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@Gorion103
@Gorion103 - 24.10.2024 20:04

I also use GN to separate/merge vertex color channels like that, ( or vertex color master addon but it had other drawbacks). I wish it was done properly, but sadly there is no developer excited about vertex painting (i wonder why :p).

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@jeroenv035
@jeroenv035 - 25.10.2024 12:04

That technique of using the UV map as a cheap way of getting more channels is really cool!

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@WardCatoggio
@WardCatoggio - 25.10.2024 16:36

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@felixxcatus
@felixxcatus - 26.10.2024 14:08

huh, I've never seen UV coordinates used like that, interesting

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@SFtheWolf
@SFtheWolf - 26.10.2024 23:53

I think this is my favorite talk so far, straight to the point and full of actionable advice

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@TommyLikeTom
@TommyLikeTom - 26.10.2024 23:55

Interesting, I've never considered this. I've always thought of vertex colors in the same vein as the benchmark engine. I just saw it as a novel tool for visualizing

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@captaincabri
@captaincabri - 27.10.2024 10:55

Thank you ma'am. This is awesome in so many ways. Pure gold stuff.

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@cowbless
@cowbless - 27.10.2024 16:36

Loved this from the very name! I love using vertex painting even on low poly stuff, it can help you drive all sorts of high quality shader settings

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@jendabekCZ
@jendabekCZ - 28.10.2024 19:31

I am specialized on making the content for some very old game (Richard Burns Rally from 2004) which offers no in-game lighting at all, so everything has to be baked into vcols, but it turned to be surprisingly powerful. Once you bake GI into vcols, suddenly even such old game can suddenly look nearly photorealistic (especially in overcast weather where those fancy modern shaders wouldn't make much difference anyway), while such game still runs in thousands fps on average HW, you don't need to waste space for lightmaps etc.
Sure this has some limitations and you need to care about the topology much more (you need to especially avoid overlaps and make sure the geometry is connected and subdivided enough to get the desired detail in vcols), but still I think it is a very underrated technique.

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@Chocoronat
@Chocoronat - 30.10.2024 00:06

Thank you

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@ThatFalseHat
@ThatFalseHat - 15.11.2024 13:38

I follow the similar mindset in our own game but I never thought of using the UV coordinates. Bravo!

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@JamesArndt
@JamesArndt - 19.12.2024 18:24

I will add one awesome optimization I did for my game. I didn't need UVWs for any meshes (no textures or lightmaps) so I was able to remove all UV channels from all meshes and reduced the vertex count substantially. In 3ds Max this is the UVW Clear modifier, but I don't know the Blender equivalent.

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