Is it possible to convert a UV mapped image texture into per-face vertex color?

I found this script that can generate Per-face vertex color from Normals of 2.79, or an add-on Bake vertex color, but it doesn't work per-face.


enter image description here

  • $\begingroup$ It depends how often you want to do this.. it's computationally inefficient, but I'm sure an equivalent procedure would be scriptable.. Split all edges on mesh. In UV map, pivot 'Individual Origins', scale all faces to 0, so all faces sample a point. Run 'Bake Vertex Color' $\endgroup$ Feb 14 at 6:34
  • $\begingroup$ I came to this through this Q blender.stackexchange.com/q/211511/2214 so I was curious how to ... your step with "Individual Origins" generated my Q :) BTW Scale to zero (or even with small face size) results as black for "Bake Vertex Color" add-on :) $\endgroup$
    – vklidu
    Feb 14 at 18:54
  • $\begingroup$ Oh. Bother. It's a beautifully written add-on, well-commented... but it's doing quite sophisticated sampling, which is getting tangled up by 0 faces? Would 1 center-of-face sample do, for your case? (Where's @batFINGER when you need him :D) $\endgroup$ Feb 14 at 19:31

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