You should plug your vertex colors into the color input of your shader.
With your object selected, add a new material:
Create a meaningful name for the new material. Next, open a node editor window. One way to do this is to create a new UI window by dragging up the triangle in the bottom-left of an existing widow:
You can change the type of your new ...
Face selection masking is available in the 3D header when in 'Vertex Paint' mode:
Because this works on faces you will only be able to paint vertices that make up a face, individual vertices or edges won't be filled.
Select the vertices you want to paint on in edit mode.
Change to 'Vertex Paint' mode.
Enable 'Face selection masking' in the 3D header. There ...
I would like to get and set color values numerically (ie. not painting),
There may be add-ons that cater to this, but at present (March 2016)
Blender doesn't have a (non-Python) way to set the Vertex Colors per selected vertex/vertices. Per face is however, as stated below, not a problem.
There is no built-in interface (yet) to get the rgb value of a ...
This cannot be done in shader nodes, because to Dilate (paint) a point on surface one must know the color of surrounding area of that point. The node that samples Vertex Color does not allow for mapping vectors input to sample surrounding area:
That said, dilation/erosion on procedural or image textures would be possible using a dilation/erosion morphology ...
Assuming Cycles, the simplest method is to use the Point Density node.
The Point Density texture calculates the distances from a set of points and can be set to either take those points from a Particle system or from mesh vertices. By using Object Vertices and setting the Object to itself, it will provide the density of the vertices of its own mesh. In the ...
A single vertex can have multiple colors at the same time, because it can belong to multiple faces (with different colors). The vertex colors are stored per face loops and not in vertices themselves:
Vertex colors can be viewed in Vertex Paint mode. In this mode individual vertices can also be edited with brushes:
The drawing can be constrained to selected ...
I think you will still have to do a bit of scripting to get the following to work but it does most of what you want. A while back, someone posted a question about how to convert an existing script that turns Weight Paint to Vertex Color Paint, he posted the script link and there are a couple reasons why I decided to post this as an answer instead of only ...
.x3d, an xml based format. Color can be either specified
per vertex of face
per face ( colorPerVertex='false' )
When imported via Blender's importer either method get converted to a per vertex per face scheme for the vertex_color layer.
Stanford .PLY format. (vertex colours are shared over all faces that use the vertex, only way to get ...
(enlarge to see vertex density)
Edit (your example):
After playing with Weight Tools I was able to achieve desired result even with ngons (more below), also Color Ramp in this example is set to Constant color interpolation.
You can achieve such effect quite easily with newly built in add-on - Tissue.
As an example I've used ...
In the middle of a face is an average color of all the vertices. For triangle this means:
Col_RGB = ((R1+R2+R3)/3, (G1+G2+G3)/3, (B1+B2+B3)/3)
Where each vert has color in form of (Rn, Gn, Bn) for n in (1..3).
One way you can do this is with the mask modifier:
Add a vertex group of the vertices you want to paint on (or the area you don't want to paint on, whichever is easier)
Add a mask modifier and toggle the invert option if you selected the vertices you don't want to paint on.
Paint, then disable/delete the mask modifier when you are done.
I found a way to do this using translucency and some node tricks to make the tube emit light when it is under the ball, it isn't perfect but it works fairly well.
First give the ball a pure white transparent shader mixed with a translucent shader based on the is camera ray output of the light path node:
This will make the ball invisible to everything but ...
Check use UV for mapping in the curve tab (this act as unwrapping the curve mesh ):
use the U input from the texture coordinates node to control the color using ColorRamp node along the curve :
It seems that the UV space is divided equally between the bezier points , and using this info we can use the ColorRamp to assign a color to ...
In Cycles Render, it's rather easy. Create your two Color Layers and animate the MixRGB's Fac: value.
I'm not familiar enough with Blender Internal to find a suitable answer for that engine. Luckily, brecht provided an answer
Weight Painting, Texture Painting and Vertex Painting are all completely different.
Weight painting directly modifies vertex groups, which can be used to designate areas of an object (such as where you want hair to grow).
Vertex painting allows you to color the individual vertices. This technically could work, however if you have a low-poly model it's ...
A new 2.74 feature allows controlling texture mapping by object, which may also be a choice:
Use Object coordinate for mapping, an empty object as the coordinate controller;
Assign the same material to both tube and sphere.
NOTE: Since this is a new feature that will be officially released with the coming 2.74 version, you may have to compile your own ...
Unfortunately, AFAIK this is not possible currently.
This is because the vertex colors are 2D and can't really be represented in 3D. You'll notice that the same thing happens with image textures.
Instead you could try adding the vertex colors on top the volumetrics with a transparent shader, but I'm not sure this is really what you want.
Edit: does not work in 2.8
I propose another approach which is not vertex colors based, mainly because vertex colors influence is limited by the inner geometry of the mesh.
Instead, we can use some kind of "cut mask", which allow to do the following:
It can be used also with more complex shapes, as soon as a boolean intersect (same as the operation in ...
I was developing a script for a similar purpose and it should be applicable to your situation.
The script is as follows :
"""Merges the colors assigned to the FIXED vertices across the rest of the mesh"""
mesh = obj.data
scn = bpy.context.scene
#check if our mesh ...
As others stated, the OBJ format specification officially does not have the ability to contain any vertex color information, but some apps extend the format to support this feature (RGB values are appended after vertex position values).
I managed to modify the Blender's OBJ importer to import & assign vertex colors as well.
Caution - the current ...
Quick overview of the bake process & preview in Blender Render
How to bake the ambient occlusion into vertex colors
Select the object and make sure the object has a vertex color layer assigned in Object Data > Vertex Colors. If not, create one by clicking the plus button.
Navigate to the Render tab > Bake. Select Bake Mode: Ambient Occlusion and Bake ...
Vertex color is faster to setup, and not needing any texture image or UV-unwrapping can be perceived as an advantage in itself. I've helped a colleague setting up his characters for an animation training DVD (cover). He uses mainly vertex color, and not resorting to complex lighting or texture tricks to convey subtly varied colors in each character.
This is not possible, using blenders built-in matcaps.
However you could setup a material that uses a matcap image that uses normal mapping relative to a camera object, then bake this to vertex colors.
Vertex colors are object data, so can be copied/linked with CtrlL>Object Data.
This will copy/link all the object data (including mesh data) of the active object to the selected object(s). Doing this after duplicating with ShiftD is the same as duplicating with AltD.
I don't know if this is exactly what you want, but maybe these steps can help you (do a backup before doing anything!):
Do UV mapping and apply texture to your object.
Apply Dynamic Paint to your object.
We will transfer that Texture color information into Vertex Colors. And this is how you do it. Under Dynamic Paint attribute:
Once you done that, you hit ...
Okay, I found the solution by myself.
The reason, why the colors are different in webgl is: the exporter makes use of the rgb values that blender provides. After a lot of research I found out, the rgb values in blender are not gamma corrected. The Hex values are gamma corrected.
Thats why the colors were correct, after I applied the corrected hex-code to ...