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
>
>
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