#Hi !
1 messages · Page 1 of 1 (latest)
Read/write needs to be enabled in mesh import settings
@slow lotus Assuming at least the screenshot shows the vertex color working in the shader?
yes, R\W is enable
yes
Well I'm out of good ideas
thx for reply
@slow lotus What's the "Shader" context in your vfx graph? Looks new to me
I tried to check your fbx but couldn't because blender doesn't support ASCII fbx files
Not that there's likely to be an issue with it, since the shader reads it as we expect
baking "animation" mesh island pivots to UV and sorting them by Y-axis
the shader spins around mesh parts, vfx graph is for Prefab easofuse(Curves, Gradient, BBox)
Is there documentation for it?
if its on YT - its free =)
https://youtu.be/adQJV-s8ZdM (not English)
Thanks ^^
In this case I'd try to verify piece by piece that the vfx graph is doing what we expect it to do
First get it to use vertex color successfully in a generic vfx system, then vertex alpha, then confirm that the sampling of the mesh is correct
I'd also test separately the Shader block, but you might have done that already before hitting this issue
The author doesnt use vfx graph its my idea to add for flexibility and visual feedback
Meaning you made the Shader output block?
yes, Context -> Output Single Mesh
Okay, I was confused here
I'm fairly sure you cannot "bake" anything with VFX graph, at least not like this
There's no functionality to write data anywhere, that I know of anyway
And if you could this wouldn't be the way to do it
Color there in your output mesh block is a property, it's not vertex data like vertex color is
So the result is always just one color per shader, not per vertex
its a property for a shader
can i work further with it inside shader graph?
You can use it like any other property you'd set from the material inspector