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R channel paint doesn't seem to bake & mesh wireframe doesn't appear in 2017.1 #23
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I'm not sure what you mean by bake to the R channel? You just paint onto
the mesh, and if your shader uses the data, it will show up (or turn the
visualization on if you don't have a shader that shows the color channels
on your mesh).
…On Sun, Aug 20, 2017 at 9:47 PM, astraldata ***@***.***> wrote:
I could be doing this wrong, but I'm trying to paint on the R channel of
the RGB and then bake that into a mesh with many submeshes in 2017.1 -- is
this broken, or am I doing it wrong?
What are the proper steps to achieve vertex painting to the R channel,
then a bake into the R channel ?
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Ah, sorry, I thought it was required to "bake" any painted channel data to the vertex information of the model. I don't have a shader I can test whether the R channel data is showing up in the model's vert data though, so is there another method I can use to test whether this is working? Also, is the visualization you mentioned supposed to be black when painting on the R channel? (I have "active" and "show vertex data" both checked to "on" and when going to the color channel, it shows as blue where I painted. The model is initially all white when I try to paint at 255, so I had to change the brush down to 0 to get anything to show up. Is this all normal behavior? Also is the mesh wireframe (also "on") not visible in 2017.1 at all? -- I'm not seeing it whether the whole model is black or white. |
If you are painting into just the R channel, then it shows the value in
that channel. So if the R channel is 0, it's black, and if it's 1, it's
white. This is because you can paint into any channel with the painter, not
just colors (All 4 uv channels, which can even store values outside of the
0-1 range, etc). Unity's default vertex colors are white.
They changed something with wireframe drawing in 2017 and the updater
doesn't revision it yet. I fixed this in the MegaSplat version of the
Vertex Painter, but haven't gotten around to merging it back into this
branch yet..
…On Sun, Aug 20, 2017 at 10:37 PM, astraldata ***@***.***> wrote:
Ah, sorry, I thought it was required to "bake" any painted texture data to
the vertex information of the model.
I don't have a shader I can test whether the R channel data is showing up
in the model's vert data though, so is there another method I can use to
test whether this is working?
Also, is the visualization you mentioned supposed to be black when
painting on the R channel? (I have "active" and "show vertex data" both
checked to "on" and when going to the color channel, it shows as blue where
I painted. The model is initially all white when I try to paint at 255, so
I had to change the brush down to 0 to get anything to show up. Is this all
normal behavior?
Also is the mesh wireframe (also "on") not visible in 2017.1 at all? --
I'm not seeing it whether the whole model is black or white.
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Thanks for the clarification, that makes sense. I'm assuming that 0 (black) is cleared data and 256 (white) is considered red in the R channel of an RGBA setup? If so, is there a way to clear all the vertex data in a particular model's channel with the press of a button so that I can add my own? Also, apparently any model I try to edit in 2017.1 has its orange selection outline disabled for that model for the entirety of the Unity session until Unity is closed and reopened. Also some materials go "missing" on the model when playing with the RGB channel coloring, and I'm not sure why. I think it has to do with closing the editor window for vert painting while the tool is still visualizing which verts on the channel are being painted. This visualization also doesn't disappear when you turn it off sometimes. Thanks for the response and for the great tool! I just wanted to give you a heads-up just in case. |
The vertex always has a color, so black is not clear, it's 0. That said,
you can remove the paint job from a given channel, which will revert it
back to whatever the original mesh had on it.
…On Sun, Aug 20, 2017 at 11:05 PM, astraldata ***@***.***> wrote:
Thanks for the clarification, that makes sense.
I'm assuming that 0 (black) is cleared data and 256 (white) is considered
red in an RGBA setup? If so, is there a way to clear all the vertex data in
a particular model's channel with the press of a button so that I can add
my own?
Also, apparently any model I try to edit in 2017.1 has its orange
selection outline disabled for that model for the entirety of the Unity
session until Unity is closed and reopened.
Also some materials go "missing" on the model when playing with the RGB
channel coloring, and I'm not sure why. I *may* have clicked the "clear"
color and RGB data buttons at some point when I was trying to figure this
out. I have models with similar names, so perhaps this might be the culprit
instead?
Thanks for the response and for the great tool! I just wanted to give you
a heads-up just in case.
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I could be doing this wrong, but I'm trying to paint on the R channel of the RGB and then bake that into a mesh with many submeshes in 2017.1 -- is this broken, or am I doing it wrong?
What are the proper steps to achieve vertex painting to the R channel, then a bake into the R channel ?
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