I'm having trouble applying vertex colors through Python to a mesh. The mesh is imported from a file which has vertex info, face info (vertex indices), and a list of colors that corresponds to each vertex.

Creating the Bmesh mesh is fine:

bm = bmesh.new()
[bm.verts.new(v) for v in verts]
[bm.faces.new([bm.verts[f[0]], bm.verts[f[1]], bm.verts[f[2]]]) for f in faces]

However, I can't seem to find a way to apply colors to each vertex. Doing

color_layer = bm.loops.layers.color.new("color")

just yields a Bmesh vertex with an index of -1...

Is there anyway to get back the correct vertex indices in this way?


1 Answer 1


Loop over face loops.

import bpy
import bmesh
from random import uniform
context = bpy.context
mesh = context.object.data
bm = bmesh.new()

color_layer = bm.loops.layers.color.new("color")
# make a random color dict for each vert
# vert_color = random_color_table[vert]

def random_color(alpha=1):
    return [uniform(0, 1) for c in "rgb"] + [alpha]
random_color_table = {v : random_color()
                      for v in bm.verts}
for face in bm.faces:
    for loop in face.loops:
        loop[color_layer] = random_color_table[loop.vert]

Should your table be indexed by vert index use something like


If you notice that you are getting -1 for index value run



How to get random color variation on a single mesh?

set a specified vertex color to black via python

  • $\begingroup$ This is great. Just to note that I received an error with the added bm.verts.index_update() at the end, but everything else worked fine. $\endgroup$
    – legel
    Commented Dec 5, 2019 at 17:42
  • $\begingroup$ This worked great ! Just one thing, I guess now the vertex colors expect an aplha value too, so one should replace "rgb" with "rgba" to add a 4th channel. Or just append the value 1 so the vertices stay opaque. $\endgroup$
    – Gorgious
    Commented Mar 13, 2020 at 22:34
  • $\begingroup$ Thanks, edited. $\endgroup$
    – batFINGER
    Commented Mar 14, 2020 at 10:03

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