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Let's take a look at vertex colors now, so i'm going to go Ctrl Space just to minimize that so
we do have this as an option here, but rather than taking advantage of the workbench engine i'm going
to switch back over to our more rendered view such as the material preview and actually let's just
delete those objects there and reselect one of the objects here to get our material back, i'm going
to switch this back to slot 1 and let's bring vertex colors into the mix, so let's go Shift A
and go to input and then find vertex color so if we come over to the properties window and come
down here to the object data properties we can find here in the vertex color section there aren't
actually any vertex color sets here by default so we'll not find them in this pull down for example
it's easy to set up though, because all we would need to do is to take the vertex color output
and plug that into our emission input. now this is where things are going to get a little bit tricky
but first i just want to highlight the fact that the advantages of this probably do outweigh the
disadvantages, so with this you really don't need the use of loads of materials or textures if we
wanted lots of different colors we're going to need different materials for every shade, however
this way we can just use the single material setup and the vertex colors we can paint individually or
set per object, the downside is that vertex painting needs a little love in Blender
simple projects it's easy if you've only got a few objects, but with hundreds as we have here
it becomes a little bit of a pain, especially if we can't really join all these objects together, maybe
they have different subdivision surface levels on them or other particular modifiers that require
them to be kept separate and currently there isn't really a way to paint on multiple objects at once
but having said that i'm hoping you'll see that this is super useful and is deserving of love
so for one object it's really easy, we could either just click the plus icon here to add a vertex
color set which thankfully makes everything white so it's immediately easy to see that we've got
something there, or if i delete that by clicking on the little minus we can also come over to change
the mode and switch it to vertex paint and now we're set to whatever color we want and then we
can just left click and drag and begin to paint, we're going to switch that back to object mode
though and delete that one more time because as mentioned that's easy enough for one object
but we've got all of these objects that we need to put color sets on, and that's not very
convenient, luckily it's not that difficult but we are going to need to just switch this to a
python console for a moment but don't worry, we're going to make this very fast, i'm going to try and
explain this in a way which might help you apply this kind of method to other things, where you find
you need to do a task to multiple objects and not sure where the object is within Blender to do that,
so for this we're going to start with bpy which is short for Blender python then we can press
the full stop on the qwerty keyboard once we press tab we can see a list of all the other things that
can now follow this this is like digging down into the folders of Blender python so Blender python is
the very very root of everything, let's take a look at context, so i'll just start typing context and
press tab to finish that for me and then press the period again and then tab again and i'm going to
scroll the middle mouse wheel to see all of these options and notice there's this option selected
objects so i'm just going to come down to here and start typing selected and then press Tab and
it completes it for us and then objects and then Tab again and then if i press Enter at this point
we can see it gives us the output cylinder.004 which is the very object that we have selected
now what's cool about Python is that we can do a for loop we can tell Blender to do the same action
to a load of objects that we have selected at the same time and we know how to get those selected
objects with this line of code, but what is it that we need to do to each object, if i press the up
arrow we get the last command and the selected objects if we remember earlier when we were
talking about materials in the solidify modifier in code we count from zero, so the first object
is going to be zero, so if we do it like this within square brackets we're going to get the same
information basically and now we can do something to this, so i'm gonna press the full stop and
press the Tab key again and then what we're doing now is digging down into the options on this one
object, now i'm not gonna bore you with all those options there because i know the one that we need
is actually data from there, another full stop and press Tab again and we can see we actually
get vertex colors right here, so i'm going to start typing vertex and then Tab and then vertex colors
and then if we press Enter we're getting nothing, if we try and see if we've got anything if we
give that a zero, we see we're getting a problem because we don't have any, if i go up a couple of
times and go to the full stop again and press tab we can see we get all these options and there's
actually this option for new, if i go like this and just open the brackets, hit tab again we can
actually just go new and then close the brackets and it'll fill all this in for us automatically
so i'm just going to do that and press enter and there we go, it's done, it's created this
vertex color set for us with this line of code, i'm going to delete that again though by hitting the
minus key there, let's just select these two for example, just to do a very simple test, so instead
of doing all of that i'm just going to do a for loop, so i'm going to go for now we can
put in a placeholder bit of text it can be any gibberish really but in fact let's just use that
but basically this is going to be the object um so object gib just to prove it doesn't have to be a
word that makes any particular sense so for obj gib in bpy.context.selected objects and then hit
a colon it's going to indent it automatically for us and it's going to say right for every
object in our selected objects then we want it to do something, so we're going to go obj jib
and we're going to say take the data of that object and then take a look at vertex colors
and then do new, once we do that we can hit enter a couple of times and now we can see
we have vertex colors on both of those objects, so with that done i'm going to delete both of those
select one, go Shift G select all of type, so now we have them all selected and now we're going to
use that same code so up a few times, hit enter and then let's have it add vertex color
sets to every single object and there we go! these objects down here don't have it because if i'm
not mistaken they are curves, so they're not of the same type, so we would need to color those slightly
separately, but with this now we can switch that back to a shader editor and then we can see there
it's giving us a little warning, it doesn't have mesh data for that particular curve, but if we
select this one, we should be able to just switch that to col so just change the color for this one
we can go to vertex paint and start painting as we saw before, oh, also worth noting is it's faded
out the geometry it's darkened the geometry of everything else that we don't have selected, so
we can actually change that if we want to by just enabling or disabling this fade inactive geometry
section, i'm just going to keep that enabled by default though, so we could paint here with this
or we could go to the paint menu and just set vertex colors or we can use the shortcut Shift K
with that done we can switch over to another object and switch that over to vertex paint and
set that also and switch back to object mode and continue to work through the object like that and
clearly if we had several objects that we wanted to paint a particular color all at the same time
and we were feeling brave enough then maybe just digging into that python code a little
bit more would be the way to go, now where vertex colors becomes even more handy is that we can use
additional vertex color sets to use as kind of masks to tell it say how metallic we want
things to be, certain vertices or the whole object, whether we want to use it to drive roughness or
add a little bit of ambient occlusion and keep it all within this single material, so to set a little
something up like that we could just simply go and add in a mix rgb node, drop that here i'm going to
say set this color that we already have here into the second socket and as the factor there, let's
use another vertex color set, so we don't actually have one at the moment, but if i click plus
there we can switch this over to cal.001 newly created and set that into here and then also this
indicates that on some of these objects actually we already have quite a few additional color sets
as it was, so we might want to remove them to make this a bit cleaner, but just pressing on for the
moment. what we might like to do is come over to our vertex paint selection, make sure that we're
adjusting our vertex paint by just switching this over here, just want to make sure that we're
definitely going to edit this col.001 then if i start drawing in the view we're not going
to see anything because it's all part of this right now, so i'm going to Control Shift click
on this thanks to the Node Wrangler add-on we can just see what we're doing with this one
vertex color, so with this i'm going to set this back to white by just pressing backspace and then
go to paint and then set vertex colors and then what i'm also going to do is let's take a look
at dirty vertex colors, which is just another way of saying ambient occlusion essentially
so with that, we have some options that we can set, but i'm perfectly happy with that result and
that is now being fed into the factor, so wherever it's a bit darker ignoring the outlines of course
it will tell it to use whatever's in our second socket, which is this RGB hue that we have here
so let's Control Shift click on the mix shader and it's not immediately obvious if i just darken
that off a little bit more, we can see that coming through and if we wanted to adjust of course we
can add in a color ramp and just use this to tweak our falloff and as mentioned before we could keep
on layering these vertex color sets, so we could click on the plus to add yet another one and then
double click within the name field here to rename this to something, let's just call it metallic
for example we could use another color set to drive the metallic value, so if we were using
a Principled shader of course and if we duplicate one of these color set nodes, just bring this up
into view and then let's drag our color output into the metallic socket and switch that to the
metallic set and also just remember to use the little camera icon make sure that this metallic
here. is enabled and then with that done i can tab into edit mode for example, press Z to toggle into
wireframe and then yeah with say this selection we can tab back into vertex paint mode and then
enable our face mask here and then we can see what faces we have selected and then with this black
color here if we go paint and set vertex colors and then go back with Z to material preview
and Ctrl Shift click on this to see what we've got we can see we've now painted that whole area black
which is to say if we Control Shift click the principled psdf, let's change this into object
mode and just make this as clear as we can we can hopefully see that this area up here, actually
let's make this super shiny, so that really comes through, we can see this area up here is metallic
and this area down here is not, now as we just changed the roughness there we could
of course create another vertex color set which controlled that and so on and so on, so as long as
all the objects in the scene had those various color sets, it means that we can just maintain
this one material and get loads of different results from it just using vertex colors
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