NinjaCamp III: Vertex Awesome

March 24, 2011 in Events, Technology

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!


Comments (27)

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  1. ehsan

    May 7, 2011 at 6:50 am / 

    When this tool is going to release ?

  2. Ugur

    March 31, 2011 at 12:31 am / 

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

  3. Jessy

    March 28, 2011 at 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.

  4. Martijn Dekker

    March 28, 2011 at 8:24 am / 

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

  5. Matt

    March 26, 2011 at 6:32 am / 

    Wow! That looks pretty awesome!

  6. Tom Higgins

    March 25, 2011 at 11:59 pm / 

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

  7. Kevin Fernandes

    March 25, 2011 at 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 !

  8. Anomalous Underdog

    March 25, 2011 at 3:42 am / 

    Next Goal: Paint directly on lightmaps!

  9. yugo

    March 25, 2011 at 3:36 am / 

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

  10. Shawn White

    March 25, 2011 at 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.

  11. skartboard

    March 25, 2011 at 2:15 am / 

    It’s AWESOME!!

  12. Arno

    March 25, 2011 at 1:27 am / 

    Pixelstudio already made something like this for free…

  13. stealthcold

    March 24, 2011 at 6:21 pm / 


  14. tino

    March 24, 2011 at 4:59 pm / 

    Nice work!

  15. Mikhail

    March 24, 2011 at 2:22 pm / 

    wow Awesome!!!

  16. Drew

    March 24, 2011 at 1:54 pm / 

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

  17. Niosop

    March 24, 2011 at 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.

  18. Aras Pranckevičius

    March 24, 2011 at 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.

  19. Niosop

    March 24, 2011 at 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.

  20. Tyrone

    March 24, 2011 at 9:48 am / 

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

  21. Ahmad

    March 24, 2011 at 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 :)

  22. Ben

    March 24, 2011 at 9:12 am / 

    vertex animation next perhaps?

  23. JoeW

    March 24, 2011 at 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. Carsten

    March 24, 2011 at 8:50 am / 

    Great! I want it :)

  25. Juan Sebastian

    March 24, 2011 at 8:14 am / 

    dude, this is just epic awesome™ :)

  26. laurent

    March 24, 2011 at 7:43 am / 

    an combine that with Beast vertex baking… powerful

  27. TheLogan

    March 24, 2011 at 7:33 am / 


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