Also it can be rendered in eevee but it's way trickier than it should... 'Store' option can transfer the color to the ordinary Vertex Color which can be accessed through the attribute node... I didn't know that it was easy in Cycles the way you just demonstrated though! And I didn't know about using the layering the way you did.. Cool video, man! 😃
These new features are going to change the way I work in Blender...I can't wait to see all of them fully implemented. Thanks to all those guys who worked on it!
Well you can mask vertex colors using nodes and so you can change them separately. It's anyway part of the normal rendering process, so no mayor problem.
@AskNK I see so every Color layer click of +, copies every color previously painted plus what you are actively painting from that moment on. There currently isn’t a way to have a new Color layer begin without previous data in it? I guess one way around this is to create a bunch of color layers before painting your 1st color?
With this, the colors are stored per vertex, instead of textures. So not only you don't need UVs, but you also don't need textures and your painting is resolution independent, while being mesh dependent.
Can we use the painted result as weight paint somehow ? If it can be use with nodes as shown in this video and as a weight paint for everything else it would mean having one tool to do everything and it'll make a lot of things smoother and easier..
there is weird artifacting around using vertex colors usually. what is your solution to that? even subdividing it helps a little but doesn't get rid of it completely
This is game changer for texture painting
Also it can be rendered in eevee but it's way trickier than it should... 'Store' option can transfer the color to the ordinary Vertex Color which can be accessed through the attribute node...
I didn't know that it was easy in Cycles the way you just demonstrated though!
And I didn't know about using the layering the way you did..
Cool video, man! 😃
What "Store" option are you talking about? I just type in the name of the sculpt vertex color layer into the attribute node and it works just fine
Hey. What are these "none" buttons on the brushes panel? I have Blender 2.92 beta and they are not there.
These new features are going to change the way I work in Blender...I can't wait to see all of them fully implemented. Thanks to all those guys who worked on it!
Well you can mask vertex colors using nodes and so you can change them separately. It's anyway part of the normal rendering process, so no mayor problem.
It can be use in Eevee to!
Btw, you can use masking to limit Color Filter effect.
I have 3.0 and It won't show in my render . I did everything in this video
@AskNK I see so every Color layer click of +, copies every color previously painted plus what you are actively painting from that moment on. There currently isn’t a way to have a new Color layer begin without previous data in it? I guess one way around this is to create a bunch of color layers before painting your 1st color?
I'm not sure what the point of sculpt vertex painting is. Is this like texture painting without UV mapping?
I don't understand this either. Everybody is so excited but nobody explains what that thing actually used for
With this, the colors are stored per vertex, instead of textures. So not only you don't need UVs, but you also don't need textures and your painting is resolution independent, while being mesh dependent.
Can we use the painted result as weight paint somehow ? If it can be use with nodes as shown in this video and as a weight paint for everything else it would mean having one tool to do everything and it'll make a lot of things smoother and easier..
Unfortunately, it does not seem to work with multiresolution modifier.
So the render is now also in Eevee. But I cannot find the brush options anymore in Sculpt, where did it go?
I just updated it and no wiggling is required anymore
but he said "wuigle"
You skip the save and load section of vertex color.
Dope mahn.....
PLEASE USE DENOISING IN VIEWPORT
I can't find the sculpt vertex color in my blender 2.90 and 2.91 beta,
there is weird artifacting around using vertex colors usually. what is your solution to that? even subdividing it helps a little but doesn't get rid of it completely
blender 2.9 is not having this one
and now it is officially released
What is the advantage of this over UV Texture Paint ?
So its a Work in Progress.
Wiggle to update the color is already fixed in master.
It should automaticly change to render that color map when switching in node editor.
No!
can you use a textured brush to paint there ?
Can u make the different colors different shaders completely separate from rest of mesh?
If I wanted the paint to be emission but the base of mesh metallic
it will replace the original Vertex Paint mode or what?
mmm ... for some reason this feature don´t work on mi 2.90, even with vertex color activated, any comments on this?
Try the latest build, maybe you downloaded it minutes before the last update and got the previous build.
Can you mix 2 vertex color?
Yes you can
@@askNK Nice! That means I can use it for texture painting and mix them with add, multiple,etc :D
Is this blender already out