Godot Engine 3.2 - VPainter addon (Paint vertex colors in the Godot game engine)

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and over there my name is - man and I'm here today to present Adam I meet for godot the album is called V theater and it serves for creating vertex covers on meshes you can find the Adam on github I will link it in the description below and I will demonstrate how to use it and why you be needed the first thing that I need to say is that I'm actually not a programmer I'm and should a game artist and I just always wanted to have something like this that all helped me create quickie pickie levels in gato but I wasn't unable to find somebody to code it for me so during the last a B&E I took it upon myself and I started learning how to code turns out that garage is a pretty awesome game engine and it's very easy to work so that's what I came up with so the first thing that we will do is I will start with a fresh color project and show you what that one can do so I will type I just cloning and downloading the add-on and once you do that and extract it you may get something like this and that contains the Alex images and a few other files make sure no what you need is the add-ons folder so what I would do is I would usually go and click open in for major and on my project just go to the files and copy and paste the other one into my godö project directory it will Porton that's it I kind of already have it copied all we have to do is to activate it so I go to project project settings and then buggins we just have to click active and that's it in order to be able to show how it works you will need to import some meshes so I will create a new folder or call it meshes and I will show you what I will import it's all very simple just playing subdivided a couple of time so I hit somewhere this is I can paint on and as you can see it's marked from the zero porn UV space and exported this as gif format I have it here if I go to Misha's and where did I put that here you can just join it and drop it in meshes now you can see we already hit this I'll just go and import and I'll click input is separate objects in Flickr import all I can do now is our create just a new tree see now what a special noticeable and I will make a wish instance whether I'm sorry for my very key key keyboard I don't know what to do about that but yeah but I did this I had at animation stones and the machine stones is a mesh or just world the plane and you can as you can see it's just a simple plane the one I import it and now I hit refresh just click and click and you'll see there is a new button appearing here it's a painter and once you click it you get this menu in the menu bar allow it to paint but first things first even if we paint some vertex colors here you are not let me see it because we need something to be able to preview it so I'll just go here and our creeks and your folder in name appeals and shipping with dad on there is a little folder called conditional resources and I include in this folder too cheaters who show off both of them so first I will create a new resource material and it will be a shader material and I will call it latex paint review so as the material here and as a shader I will just drag the Redax pimp evo shader and now go to my mesh and on surface one I will drag the material you can see is this object is no vertex color so what we can do here pick on your core cigarette and change the brush size this because we want it and three and we should be able to start painting why is it not painting though see that's interesting oh yeah because that's not something about my silver I made it so that you can preview the different channels if you want to paint something just on the RG or B channel so you can have a click on your needs so technically what you can do now after we click the ability to preview them is just paint your vertex cover again through the cord I know something like this as you can see the cover gets painted from a few options here one of them is that we have the size and you can see you can also use the bracket keys a finger code and scale your brush you also have the opacity slider here so the smaller opacity the less your pink you can see and if you have the hardness so like but I will have a brush showing with a full pass okay so it's nicely visible you can see how the business very harsh or it takes paint but if you know what it is much softer blending so usually I actually use the minimum hardness and a very positive for most of my vertex paints so that's for the universe to itself additionally we have our color picker which is the sample pool with you can just pick the cork that is under technically it is not really picking directly I'm sorry the color that is visible here it is actually picking the extra way of power under so even if you use some special shader that is not represented as a core it was too big dark red color and there is a board to which I currently the main thing so it is still not available but it will be soon and there is additionally a fill tool the fill tube as you can imagine what it does is it shows the mesh it's also affected by the opacity so it's for paucity to just directly fill if it's some low opacity it was just slightly go towards the core depending how many times you pick you can also use a screen shot shortcuts I'm sorry for this it's very fun it's brush tool to use for the color picker please for the board to and for is for it fill tool so that's generally the most basic tools you can use there is additionally to the tone color swatches that you can choose the active one is the last one you have selected so if I put red here and I come to the brush tool and start painting and painting with the right if I just click on the white one I will start with the white one you can additionally course watches the pause watches depend on what you should select the type no so you can get let's see which right-click you remove them let's say we want to red to green and we want to give up blue channels you can just quickly pick them every time you need is race or something and that's generally about these things there are five blending mode you have mix which technically just replaces the course we have add subtract multiply and divide which two exactly as you would imagine they absorb subtract multiply and divide the course under they're actually very useful if you wanna paint individual channels because you can just I don't know for example you know there's something pool and let's go pass it yet so I can show my the way the spacing I forgot to mention the logo I got spacing the more that's unique per second so it's smoother so if let's say you want to paint plate on top and if you're just using the mixed multitude just replace it with red which is not always what you want to do maybe you would like to go over it and just add the red on top so what I can do is just the opacity come here and as you can see you're just in this magenta cover that's the result of mixing the blue and the red channel moves in that way you can also use subtract subtract then just remove only the red channel so that's the general basic of the tools you came there is one additional thing that they need to show which is but here if you have let's say another machine instance lish instance and it references the same mesh trying to find some meshes and drag it just move the machine stands here you can see that there share their vertex core and that may be what you want or maybe something that you don't really want so I think that in some cases you may want to have unique vertex course purposes so what I did here sadly the vertex course in godo are a part of the mesh so the only way to make a new one especially duplicate the mission this little button here it does just that so if you click ok first I'll show you without the duplication if I paint here it paints on the other one and yeah you can see so well on this mesh I can just click this button ok the local copy of the mesh and if I paint here now it just painted on this one this one is staying the same way you may need to use it for different situations I don't know what your she'd are be big but tell us the basics I think I actually covered everything it works pretty well so far and I will show you a practical example of why you may need this add-on and how it can be useful in some specific cases I have included another planned for for texture shader which is actually not very accurate because it's technically for materials and for that the Omega new material and resource to you and material and then save it hi Brenda pick the if I can only track it correctly so that's the sheeter you can take a look at it if you want on your own and what it does is generally it takes some parameters that we need to include I will go to them pretty fast and try to explain which one does work technically it takes three sets no four sets of three textures each and the textures pretty much like this I owe you some textures here that they made for this specific situation so here we have a simple core or albedo texture but you can use we have a NY no mama open geo format forgot oh and we have mask picture it's actually containing out of the semi textures each in its own channel so if heightmap the red channel grossness or roughness i think its roughness in kudo which is on the green channel and the blue channel is for methyl methyl miss I get the idea so I will just do it for a bunch of textures here just so I can show you I will create a new folder here new fixtures and in the textures I would just find for this bunch of textures here without simply chuck job and so I will go in order I will start first with okay these icons are a bit too small for me but I guess I can do it I will start with the Robo texture and I will start with the coercion in see then it should go M which is the mask material and the normal should go in after this go let's see the damage Stiles see Core M goes in masks and normal goes in normal after this trick your towels in closing mask okay it's here C goes in color and the final one is the dust core must know so that's my material right now and it is not apply to this mesh yet so just apply it very fast the material is here and once I put it here well update and that's the bit we don't have a shoe like so I'll just act quick all right Oh point slightly down like this boot it up so it doesn't distract us and the machine instance let's say that's our ground fee currently toe looks like this dust thingy and because it's mapped to the last channel which is the blue channel so technically what this sheet Ibis is the one fixtures are mapped to the no time at all so that's black the to the red channel the p to the green channel and for the blue chalk if you have a diameter here for the UV skill so can flow with something like I'm gonna take your five maybe five too much let's go for right now and let's go the painter and think everything block okay maybe we should finally officially go down five and here now we can go and choose the up mode and just take bread and with a very small positive and a kind of small brush I was small opacity start painting in some of the red channel which in this case will give us a nice bling with the first rocks just followed all the textures I have Fuhrer not perfect by any means or fix them and some moment in the future when I have a bit of time but yeah by the way if that gizmo is distracting you it should be in active in this case but you can just always go and click on this and that way it will not see it and if you want we can even you know the foraging motor grid in that case we can see better what we're up doing so we painted a bit of this rocks and as you can see they're blending nicely between each other based on the heat map and let's say that we want to go with the I thought it of the green channel the world opacity one more and you can see here we're starting to hear the newer bricks at us for appearing you can them pretty much where you wish a play the texture looks more very you cannot see that it's actually a pretty small picture and let's go and for final it something some of the blue towel which is this picture said about and gives it starts to slowly put some of this increase the opacity a little bit decrease the spacing and a little and not really like this really feel more like slowly until I get the amount I want okay I'll go the Kosh yeah so you can see and you know just a spacing you can see kind of if this effect here and now if you want we can just subtract a little just choose to give just the time we thought this dust here need a lot bit here and did you can see we have your surface on the stem it's one thing that the texture is not really good but it's generally the distance of it you can see very well defining so maybe we can go on the blue channel is we are and might just click on subtract just picked up here they're just so it breaks up the surface and we can get a nice mix material like this so that's actually pretty much all I wanted to show about this use case you can oh I can probably show you that you can see that my core is blue but if I coop it here I get the red even though I hear something completely different showing on screen here I get that mixture of blueish core and stuff that's how it works generally that is how this thing works you can also I think I probably need to mention that actually the blending modes offer work for the few tools or if you want to just let's say I move the rock channel completely you can just increase the opacity and just do this or if you just add uniformly everywhere a bit of dust in this case on the blue channel and just a little bit then yeah you can see how it works actually helps a lot for individual channel control and after this you can of course go in with the Prussian reject and I think that's about it about why I don't that I mean I hope some of you may find it useful I will put the link on github the licenses the most generous I could put it and they might feel like some so you can pretty much do whatever you want with it sorry the textures are not included because they are for a personal project of mine but I'm pretty sure you can make some of your own or even find some nice textures on our website texture even being good very nice texture to it included heightmap roughness anything you can imagine and yeah that's it maybe now I should actually mention there are some limitations about this album not everything is working perfectly with everything it's like for example it does not work with the goal of default default meshes they just work in a totally different way than three dual meshes suddenly you cannot paint your own vertex cover until it you are meshes that's one of the limitations probably some other limitations let me check actually wrote them down I kind of forgot what they were let me see so yeah currently were only supporting there is only supported RGB I plan to add the alpha channel is a possible channel to paint on I will do this in the near future and yeah there is a problem if you feel floating geometry went for example here are some experiences with Suzanne and it contains it's a single image that contains multiple floating pieces that will create problems so I will highly recommend that you have just a single piece of geometry and that way it will work it doesn't need to be manifold as you can see this plane is just one-sided but works perfectly fine just try not to get something that contains a bunch of little meshes because that confuses the engine and that set actually I hope I hope you enjoyed what you saw and I hope you can forgive my trophies accent and yeah I wish you a good day and thank you for checking my video bye
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Channel: Tomanski
Views: 7,199
Rating: 5 out of 5
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Id: g87ov35zvjE
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Length: 24min 32sec (1472 seconds)
Published: Sun Apr 19 2020
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