![]() The "rsMaterial" Diffuse Color is displaying our "rsVertexColor" node. Matching viewport and Redshift render of our per-vertex color set using the above technique. The rsVertexColor parameter "Color Set" is using the "colorSet" parameter we created earlier. This lets us keep our viewport preview of our per-vertex colors. We also have a Lambert shader assigned to our Surface Material Input. The shader is assigned to our Sphere objects "Redshift Surface Shader" Input. "rsVertexColor" Assigned to the "Diffuse Color" input of our "rsMaterial". This allows you to continue working with the Paint Vertex Color Tool in viewport. This will give you a correct Redshift render while maintaining the matching viewport preview. Lambert shader as the surface input into the objects RsMaterial color is not supported currently in the viewport. The name of our Color Set is important, this name is what we use to read in the Color Set and its Per-Vertex Color data. You can open the Color Set Editor on the object and delete, rename or create more Color Sets for our Object. Using the Paint Vertex Color Tool to draw on our Sphere object will automatically create a Color Set. Paint Vertex Color Tool found under the Mesh Display dropdown menu.ĭrawing our per-vertex colors onto our Sphere object using the Paint Vertex Color Tool. Mesh Display dropdown menu in Modeling mode. Paint Vertex Color Tool on our Sphere object. Redshift Vertex Color node to control the look of our diffuse color node. Paint Vertex Color Tool to paint RGB values on our sphere object and create a In this example we will be using Maya's built-in Offset factor applied to the texture's outAlpha channel.Ĭonverts the per-vertex color into a gray-scale input and converts it into the alpha. ![]() Scaling factor applied to the texture's outAlpha channel. Multiplies all colors in the image plane by the Color Gain color.Īn offset factor applied to all input colors. This is the color that will be output if the attribute is not found. ![]() This is the name of the vertex attribute that will be read. Viewport representation of the per-vertex color set on the sphere object. Beauty render using the per-vertex color set as our diffuse color input.
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