Difference between revisions of "Vertex color"

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* Return to [[Polycount|Main Page]]<br> Return to [[Category:Texturing]]
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<!-- ## page was renamed from Vertex Color -->
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* [[Polycount|Main Page]] > [[Category:Texturing]] > [[Vertex Color]]
  
 
= Vertex Color =
 
= Vertex Color =
Each vertex in a mesh can optionally store a RGB color value, called vertex color.
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Vertex Color Techniques
  
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{| border="1" cellpadding="2" cellspacing="0"
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|  [[Foliage Vertex Color]]
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|-
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|  [[Ambient-Occlusion Vertex Color]]
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|-
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|  [[Removing Vertex Colors]]
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|}
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Definition:
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Each vertex in a mesh can optionally store an RGBA color value, called vertex color. These can be used for a variety of interesting and novel effects and/or shader inputs.
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Common Usage:
 
Vertex color is typically multiplied against the Diffuse Color, colorizing/darkening the color map.  
 
Vertex color is typically multiplied against the Diffuse Color, colorizing/darkening the color map.  
  
 
Vertex color can be used for other purposes, like controlling blends between different texture sets, providing per-vertex sound effects in response to collisions, etc. When used for non-color effects, typically each color channel is treated as a separate monochrome set of values, so RGB vertex color can control three different per-vertex effects.
 
Vertex color can be used for other purposes, like controlling blends between different texture sets, providing per-vertex sound effects in response to collisions, etc. When used for non-color effects, typically each color channel is treated as a separate monochrome set of values, so RGB vertex color can control three different per-vertex effects.
  
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Depending on the game engine and mesh format, a vertex can be assigned multiple vertex colors. This duplicates the vertex, once for each color. This allows the color to change suddenly from one triangle to the next, creating a hard color edge.
* Return to [[Polycount|Main Page]]<br> Return to [[Category:Texturing]]
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Vertices can also store [[Vertex Alpha]], typically for [[Multitexture|multitexturing]], [[Opacity Map|transparency]], or Ambient Occlusion.
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<<BR>>
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* [[Polycount|Main Page]] > [[Category:Texturing]] > [[Vertex Color]]

Revision as of 18:03, 5 July 2010

Vertex Color

Vertex Color Techniques

Foliage Vertex Color
Ambient-Occlusion Vertex Color
Removing Vertex Colors

Definition: Each vertex in a mesh can optionally store an RGBA color value, called vertex color. These can be used for a variety of interesting and novel effects and/or shader inputs.

Common Usage: Vertex color is typically multiplied against the Diffuse Color, colorizing/darkening the color map.

Vertex color can be used for other purposes, like controlling blends between different texture sets, providing per-vertex sound effects in response to collisions, etc. When used for non-color effects, typically each color channel is treated as a separate monochrome set of values, so RGB vertex color can control three different per-vertex effects.

Depending on the game engine and mesh format, a vertex can be assigned multiple vertex colors. This duplicates the vertex, once for each color. This allows the color to change suddenly from one triangle to the next, creating a hard color edge.

Vertices can also store Vertex Alpha, typically for multitexturing, transparency, or Ambient Occlusion.

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