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NinjaCamp III: Vertex Awesome

March 24, 2011 in Events, Technology by

Joe Robins spent a few minutes checking out the coolness Shawn and Jens have been busy with over the last few days. Vertex Color Painting!


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24 Mar 2011, 7:33 am


24 Mar 2011, 7:43 am

an combine that with Beast vertex baking… powerful

24 Mar 2011, 8:14 am

dude, this is just epic awesome™ :)

24 Mar 2011, 8:50 am

Great! I want it :)

24 Mar 2011, 9:11 am

This will make a HUGE difference in improving visual quality while at the same time not killing performance. So sweet! Really impressed with what you guys have managed to grind out so far – and looking forward to whatever new candy you can give us :) Kudos to Unity for giving the developers the latitude and time to make this stuff happen!

24 Mar 2011, 9:12 am

vertex animation next perhaps?

24 Mar 2011, 9:46 am

@ first I said paining red and green, so I wanted to close the video.But then, I was astonished and dazzled with how easy and effective way it is.

Thank you very much :)

24 Mar 2011, 9:48 am

Yes, I’ll take one to go please. Thanks.

24 Mar 2011, 12:46 pm

Are you sure it will be batched? You’re modifying the mesh data, can it batch with different vertex colors? I thought only the transform (position, scale, rotation) could be changed and still be able to batch.

24 Mar 2011, 1:04 pm

@Niosop: they can be both statically & dynamically batched. Both types of batching produce a larger vertex buffer from the input meshes (so various different vertex buffers can come in). The key is that material, lighting and any other shader parameters are the same — but mesh data can vary.

24 Mar 2011, 1:12 pm

@Aras: Ahhh, yes, I knew that. Not sure what I was thinking of, maybe instancing. Thanks for clearing that up for me. This will be a very nice addition, can’t wait to play with it.

24 Mar 2011, 1:54 pm

We really could use this on our current project.. When do you anticipate this feature being added to Unity3d? Thanks!

24 Mar 2011, 2:22 pm

wow Awesome!!!

24 Mar 2011, 4:59 pm

Nice work!

24 Mar 2011, 6:21 pm


25 Mar 2011, 1:27 am

Pixelstudio already made something like this for free…

25 Mar 2011, 2:15 am


25 Mar 2011, 2:23 am

@Amo Although a very impressive looking tool. That is very different that vertex color painting. That tool is painting onto texture maps and using those textures for blending, much like the built-in terrain works now with splatmaps.

However, vertex painting has indeed already been done by the community:

But, there is a difference between having a community maintained editor script and having a native feature officially supported directly in Unity.

25 Mar 2011, 3:36 am

looks perfect and very useful. Visuals will be far more enhanced due to this.
Just great !

25 Mar 2011, 3:42 am

Next Goal: Paint directly on lightmaps!

Kevin Fernandes
25 Mar 2011, 6:52 am

That’s funny, I worked on a similar thing two months ago for our shaders for BLASTER, a game we’re still developping.
Take a look a it and tell us what you think !

25 Mar 2011, 11:59 pm

I love our engineers… as usual you guys rock by making cool sh*t.

26 Mar 2011, 6:32 am

Wow! That looks pretty awesome!

28 Mar 2011, 8:24 am

nice, looks like my thing but only on vertex colors :) mine is using a other texture for the blend :)
Good stuff

28 Mar 2011, 4:48 pm

So, what happens when you edit the mesh in the modeling app, after you’ve edited vert colors on its instances in Unity?

And what about hard edges / edge masking? I assume that’s not part of this, if you’re working with instanced mesh data, but if you are, then that editing thing is going to cause a problem. I’m very confused about how you could implement this into the FBX workflow.

31 Mar 2011, 12:31 am

some valid concerns but yeah, still this is pretty awesome.

7 May 2011, 6:50 am

When this tool is going to release ?

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