Thanks Matt. I can't really change the shader, but I guess I could make an alternative shader to temporary edit the vertex colors and then put back the original shader after that.
Martin On Tue, Dec 12, 2017 at 5:46 AM, Matt Lind <[email protected]> wrote: > A more effective solution would be to implement a debug mode into the > shaders to render only the selected channel(s). It's significantly easier > and more reliable than what you're proposing. > > Matt > > > Date: Mon, 11 Dec 2017 21:55:54 +0900 > From: Martin Yara <[email protected]> > Subject: ICE set Color by samples > To: [email protected] > > Hi, > > We are using vertex colors as data to manipulate the real time shaders. > Each channel has a different effect. > > The problem is that when I'm using too many things in the same spot it gets > really colorfull and I can't tell right away how much of each channel I'm > using. > > For that I wrote a simple tool to separate the RGBA channels (display only > the selected channel in the viewport) using ICE and scripting. For this I > simply create an additional vertex color property and copy the values of > the desired channel. It gets the job done, but I though it would be cool if > I could use the Color property (self.color) so it won't appear in my Weight > Editor. I just couldn't because it seems to work only with points. > > Is it possible to do this while keeping my colors per sample (different > colors per sample in the same vertex) > > Thanks > > Martin > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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