This is my first post here!
![Smile :)](./images/smilies/icon_e_smile.gif)
Is there any plans in the future to add multiple vertex color support in one mesh?B.Y.O.B. wrote: ↑Sat Sep 15, 2018 8:42 am LuxCore currently only supports one set of vertex colors per mesh.
In Blender, the active vertex color layer is used: https://github.com/LuxCoreRender/BlendL ... ct.py#L176
"active" is interpreted like in the attached picture at the moment.
However now that you mention it, this behaviour is not really logical (the one with the camera icon should be used instead), so I will change this behaviour for future versions.
I opened feature request in github!B.Y.O.B. wrote: ↑Sat Sep 15, 2018 8:55 am I think you are the first to request this feature.
You can open an issue here to make a feature request so it is not forgotten: https://github.com/LuxCoreRender/LuxCore/issues
We also do a features poll after a release to decide which features to implement next, here is the last one: viewtopic.php?f=5&t=308
(so you see we still have a lot of work to do)
I made a blend file you can check, it should at least show how i use vertex colors.
Did my blend file helped?stanland wrote: ↑Mon Sep 17, 2018 1:49 pmI made a blend file you can check, it should at least show how i use vertex colors.
https://www.dropbox.com/s/7b365l74gage9 ... blend?dl=0
Code: Select all
scene.textures.<texture name>.type = "hitpointcolor"
scene.textures.<texture name>.index = 2
What do you mean?
In your special case, since you only need one channel per mix node, you can paint into the red/green/blue channels of the vertex colors and extract them with LuxCore nodes.stanland wrote: ↑Mon Sep 17, 2018 1:49 pm I made a blend file you can check, it should at least show how i use vertex colors.
https://www.dropbox.com/s/7b365l74gage9 ... blend?dl=0
I was thinking to old SLG where, if the vertices had colors defined, they were interpolated across the triangle and used for the rendering but it has been than replaced by the "hitpointcolor" texture mechanic.