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Mesh / Vertex Painting Basics - UDK Tutorials by Javahawk

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Uploaded by on Jan 15, 2010

Creating a vertex / mesh painting material and using it to paint a wall in the Unreal Development Kit.

I'll discuss how to create a vertex / mesh paint supported material. I will also discuss how to create a smooth gradient transition between verticies and how to create a random hard edged transition in the material. Then I'll briefly also talk about how to paint the verts in the editor.

This is an intermediate level tutorial.

Follow me on twitter: @javahawk

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Uploader Comments (udkTutorials)

  • confused :( your material network i didnt understand there is so much there

    i have bsp walls and floors in my ruins project, i wanted to add some moss effects and cracks etc to make em look different, but i am assuming this is also for static mesh only?

  • @Kiyamlol No, this will only work on tessellated static meshes

  • I tought these where the basics... I don't understand anything of it :p Bud... thats cous i just downloaded it :p

  • Let me know if you have trouble, I can help you for sure.

  • Great Tutorial,

    I don´t see any reason in using vertex shaders on nextgen engines.. cause there is a more simple technique in using bw masks :)

    could u tell me if there is any reason in using vertex shaders (colorizing) ?

  • The advantage is you can create differentiation between the same instanced models without having to import multiple texture samples. There is also potential for animating the vertex colors, among other reasons.

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All Comments (42)

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  • Thank you very much for this tutorial.

  • is this a dx11 only feature? cause i was trying to use this on some procedural buildings I generated and when i hold down ctrl and try to paint, I just move position instead of painting.

  • @MCbaskyn of course.

  • @MegaBlackDays Nevermind, figured it out. For those that want to know: Tie a vertex color channel to a Lerp between two 3D vectors. R changes the X position, G changes Y, and B changes the Z position of the vertex. Tie the result of the lerp to World Position Offset. More stuff might be required, but that's the basics.

  • Thanks so much, really, really helped me out. I was able to set up my own master materials with multi-channel overlays and textures to make temple walls with ivy vines and large leafy mats. Really great tutorial.

    But how do you change vertex height with this method? I know there is a way, but it's eluding me at the moment.

  • @Independentsoul85 vertex masks work faster

  • can you do this on terrain?

  • Crikey this is mad, Ill definitely be doing this. ALthough I have one concer, would this be really expensive in terms of resources, or would this still take only one pass given that its technically one shader? Could there be some way of rendering this down to a texture once youre done and just have the mix of diffuse and normals and then plug them in without the calcs, or would there be no difference?

  • i dont know who this is but this tut is way way better than the professional ones offered at eat3d..for $ss

    awesome.

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