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https://github.com/tomankirilov/VPainter
A vertex painting addon for the Godot game engine.
https://github.com/tomankirilov/VPainter
Last synced: 4 months ago
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A vertex painting addon for the Godot game engine.
- Host: GitHub
- URL: https://github.com/tomankirilov/VPainter
- Owner: tomankirilov
- License: mit
- Created: 2020-04-05T15:45:11.000Z (almost 5 years ago)
- Default Branch: master
- Last Pushed: 2023-05-04T17:57:49.000Z (almost 2 years ago)
- Last Synced: 2024-08-02T06:17:40.401Z (7 months ago)
- Language: GDScript
- Size: 41.2 MB
- Stars: 465
- Watchers: 24
- Forks: 32
- Open Issues: 1
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-godot - VPainter - 3D vertex painting plugin. (Plugins and scripts / 3D)
- awesome-godot-3 - VPainter - 3D vertex painting plugin. (Plugins and scripts / 3D)
- awesome-godot-3 - VPainter - 3D vertex painting plugin. (Plugins and scripts / 3D)
README
# **THE BRANCH FOR 4.X is STILL A WORK IN PROGRESS AND NOT WORKING!!!**
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# A vertex painting addon for the Godot game engine.[](https://youtu.be/g87ov35zvjE)
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# **DOWNLOAD AND INSTALL:**
Download the addon from https://github.com/tomankirilov/VPainter.
Copy the addons folder in your project directory.
In **Project/Project Settings/Plugins** set VPainter to Active.
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# **CHANGE LOG:**
**v0.2**:
* Added support for pressure sensitive pen tablets.
* Some small bug fixes.
# **USING THE PLUGIN:**
In the 3d editor when a MeshInstance node with a valid mesh resource is selected an icon will appear in the top editor menu.
When clicked a new sidebar will appear with painting options.# **TOOLS:**
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**brush tool** : (Shortcut - "1") use to paint vertex colors. You can adjust the size with the sliders or by using "[" and "]"
**picker tool**: (Shortcut - "2") use to pick the vertex color under the mouse cursor when clicked.
**blur tool** : (shortcut - "3") in progress
**fill tool** : (shortcut - "4") use to fill the entire mesh with a color. Fill tool is affected by the opacity and blend mode.**color swatches**: There are two color swatches. in the main panel. When clicked they reveal a color picker dialog. The last one clicked is the active one.
**pressure sensitivity**: There is a new option for pressure sensitive pen tablets.
* **SizePressure** - the size of your brush depends on the pressure input.
* **OpacityPressure** - the opacity of your brush depends on the pressure input.**blending modes**: There are currently 5 blending modes supported:
* **MIX**: linearly interpolated between the colors.
* **ADD**: adds the colors.
* **SUBTRACT**: subtracts the colors.
* **MULTIPLY**: multiplies the colors.
* **DIVIDE**: divides the colors.**size**: controls the size of the brush and blur tool.
**opacity**: controls the opacity of the brush and fill tool.
**hardness**: controls the hardness of the brush and blur tool.
**spacing** : controls the spacing between the brush "dabs". Lower spacing results in a more precise line.**make local copy** : makes a local copy of the mesh. It is useful if you don't want to overwrite your original mesh data.
# **LIMITATIONS:**
* Currently Vpainter does not support godot's primitive meshes. It only works with imported meshes.
* Currently only RGB painting is supported. Alpha channel painting is in the works.
* Currently Vpainter does not support meshes with multiple instances of floating geometry.# **ADDITIONAL RESOURCES:**
In **VPainter/addons/vpainter/additional_resources/** you will find two shaders:
* **shader_vertex_color.shader**:
A simple shader that displays the vertex color. It has the possibility to isolate R, G and B channels so you can preview them individually.
* **height_blend_4_textures.shader**:
A shader used in the first presentation. It is used for mixing 4 textures based on a heightmap and vertex color.
The shader uses 3 textures per material:
* **M**: A mask texture.
R channel contains the height information
G channel contains the rougness information
B channel contains the metal information.
* **C**: RGB color/albedo information.
* **N**: Normalmap information.
# **SOURCES:**
* The height blend shader was made after this amazing post:
http://untitledgam.es/2017/01/height-blending-shader/