cool short but the title is misleading tho , that's actually Vertex painting and NOT Texture painting, as you would actually need UVs for that and not for Vertex painting cuz .. it's using vertex coords 😉
Unfortunately this trick wont dow ell if you want to paint grass due to its lack of detail which is linked to the number of vertices. It's best for simple masking or burn effects like I showed.
Best bet for large fields is to use noise to rotate the tiles randomly. Also to use 2 or 3 textures that are also masked by noise. That'll be my next video lol
A few notes of things that are completely unmentioned. 1. You need to do this in the Material Node Graph. (Whatever colors you have assigned to the mesh) 2. This is literally just another method of painting. 3. This does not draw along vertices/edges. It will paint faces.
@@DanielGrovePhoto hey, this is a long standing feature right there in the Header. Where it says 'Vertex Paint' in the mode chosen, you see 'View' and 'Paint' - click on Paint and a menu will show that includes 'Dirty Vertex Colors' and that will do a pretty cool effect of spreading a dark color across all your vertex. Your lower left hand popup will allow you to change the blur strength or highlight angle etc.
Am new in blender and i meed some help, is there any way i could export my animation? When i do it suddenly crashes, i dont want to recreate it i tried many ways but it didnt helped me :( other projects heavier than this does perfectly ok +i have low end, so i think it is a dumb question. If you have any sort of solution let me know:)
@@arduinocoder247 idk if your still having the problem, but a there is a lot of people that have good PCs that would be happy to render it for you. If you want you can send me it and I should be able to.
Not sure as I don't do any thing outside of blender. This technique is best for things that are not detail related such as masking big imperfections. But there may be a way to bake vertex color and save it.
You can export the vertex color in any game engine, in unreal engine you can recreate a similar material using the vertex color as a mask for anything you want
You can go to shader editor then switch from "object" to "world" (in top left corner of the shader window) and here you can either change the background color to black or set the strength to zero. You can also access this in the world properties pannel (little red globe) in properties window. Another way to see better what you are doing and preserve your scene lights and hdri is to go to render properties, scroll down to film and check "transparent". Hope this helps !
You have to use the vertex color data in materials like I show in this video. Else it's just invisible data that won't be visible in material view or in render.
@@angeliqueredangel2660 oh okay yeah I thought recording with my screen in vertical would help visibility but I think it's actually shrunk things. I'll add zoom ins next time to help with that.
cool short but the title is misleading tho , that's actually Vertex painting and NOT Texture painting, as you would actually need UVs for that and not for Vertex painting cuz .. it's using vertex coords 😉
That's a cool way to sidestep the UV repeating patterns too. Like a big grassy field tiled and repeating and you try to paint a stone path.
Unfortunately this trick wont dow ell if you want to paint grass due to its lack of detail which is linked to the number of vertices. It's best for simple masking or burn effects like I showed.
Best bet for large fields is to use noise to rotate the tiles randomly. Also to use 2 or 3 textures that are also masked by noise. That'll be my next video lol
Ok good call. Maybe for adding fingerprints roughness to a glossy surface?
So I finally figured it out. In order to create nodes you have to go to the shadings tab and the node menu is right there.
actually a good strat to custom AO in some situations, since AO sometimes increases a lot render time
I cant even figure out how to make things one colour in blender and render it... Done it one time and forgot how...
Shockwave canon
A few notes of things that are completely unmentioned.
1. You need to do this in the Material Node Graph. (Whatever colors you have assigned to the mesh)
2. This is literally just another method of painting.
3. This does not draw along vertices/edges. It will paint faces.
No, it's Vertex Paint and that is not a per-face result, it is per vertex.
@@artistCDMJ I was just giving my results after following the tutorial. Whatever it was supposed to be doesn't matter, this was the result.
Just use "dirty vertex color" option
Where is that? Sounds like an add-on feature.
no its in default blender, you go in vertex paint mode, in the menu "paint" there is this option@@DanielGrovePhoto
@@DanielGrovePhoto hey, this is a long standing feature right there in the Header. Where it says 'Vertex Paint' in the mode chosen, you see 'View' and 'Paint' - click on Paint and a menu will show that includes 'Dirty Vertex Colors' and that will do a pretty cool effect of spreading a dark color across all your vertex. Your lower left hand popup will allow you to change the blur strength or highlight angle etc.
what's connected to input a of the mix color node?
The surface material you already see there. It's a procedural panel scifi texture.
How you will preserve that colors if done retopo and uv unwrapping later?
I don't know I don't do retopo and this technique does not use UV.
Am new in blender and i meed some help, is there any way i could export my animation? When i do it suddenly crashes, i dont want to recreate it i tried many ways but it didnt helped me :( other projects heavier than this does perfectly ok +i have low end, so i think it is a dumb question. If you have any sort of solution let me know:)
What file format are you wanting to make? A .mp4 video file?
Yes
@@arduinocoder247 idk if your still having the problem, but a there is a lot of people that have good PCs that would be happy to render it for you. If you want you can send me it and I should be able to.
@@VertexPlaysMC nope I am not having problem I just restarted it 2-3 times then it started automatically. Thanks for the efforts you put here :)
But how do you export it in the end? To a texture for for example a game
Not sure as I don't do any thing outside of blender. This technique is best for things that are not detail related such as masking big imperfections. But there may be a way to bake vertex color and save it.
Sim, basta dar bake
You can export the vertex color in any game engine, in unreal engine you can recreate a similar material using the vertex color as a mask for anything you want
I guess it's why most game pipelines include something like Substance in the mix to ensure game ready assets
You would bake out your entire material node tree to a single UV mapped image texture, or a few if you are into baking for metalness and emission etc.
Why use this instead of texture painting? For difficult uv unwraps?
Two pros is no unwrapping and no image files to keep track of. Cons are resolution is limited to polygon count.
how will you save those colors?? suppose we painted using vertex colors and want to save it and use it after UV unwrapping? and in texturing?
They are saved in the vertex color data of the object inside the blend file. No need for uv unwrapping as it's mapped per vertex.
but using the nodes he pointed in tutorial you can bake it and use-it like any image in UV
how do u do that background black so u can see the lighting? i put the light but i cnat see how it is bcs its too light
You can go to shader editor then switch from "object" to "world" (in top left corner of the shader window) and here you can either change the background color to black or set the strength to zero. You can also access this in the world properties pannel (little red globe) in properties window. Another way to see better what you are doing and preserve your scene lights and hdri is to go to render properties, scroll down to film and check "transparent". Hope this helps !
How do I keep the texture paint while at object mode
It always turns off
You have to use the vertex color data in materials like I show in this video. Else it's just invisible data that won't be visible in material view or in render.
why not substance its very much more stable
I ain't paying another $30 a month just to draw exhaust burn.
How the heck do I create nodessss??
Open the Shader editor. Shift + A
@@DanielGrovePhoto Got it, thanks.
@@DanielGrovePhotoit's not working :c
does not work
visibility = 0
Of the things in the video? Or are you having trouble seeing your vertex paint in Blender?
@@DanielGrovePhoto Your work is perfect, it's just that the Shorts format....., The video is small, you can't see anything. Nothing serious ^^
@@angeliqueredangel2660 oh okay yeah I thought recording with my screen in vertical would help visibility but I think it's actually shrunk things. I'll add zoom ins next time to help with that.
what the hell man
Nah i prefer substance painter