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Vertex Color Toolkit v1.0

Introduction

Welcome to the Vertex Color Toolkit documentation. This comprehensive Blender addon provides professional-grade tools for creating, editing, and managing vertex colors directly in Blender.

Vertex colors are a powerful way to add detail, variation, and data to your 3D models without relying on UV maps or textures. They're especially valuable for game development, procedural workflows, and technical visualization.

Setup

Setup

Follow these steps to install and set up the Vertex Color Toolkit in Blender.

Installation

  1. Download the Vertex Color Toolkit ZIP file (do not unzip it)
  2. In Blender, go to Edit > Preferences
  3. Click on the Add-ons tab
  4. Click Install and select the downloaded ZIP file
  5. Enable the addon by checking the box next to "Vertex Color Toolkit"
  6. The toolkit will now be accessible in the 3D viewport's N-panel under the "VCTool" tab

You can also install by manually extracting the ZIP contents to your Blender addons folder, typically located at: C:\Users\[YourUsername]\AppData\Roaming\Blender Foundation\Blender\[Version]\scripts\addons\ on Windows or /Users/[YourUsername]/Library/Application Support/Blender/[Version]/scripts/addons/ on Mac.

Interface Overview

Interface Overview

The Vertex Color Toolkit appears in Blender's N-panel under the VCTool tab. The interface is organized into several key sections:

  • Master View Controls: Toggle the visibility of different vertex color channels
  • Fill Panel: Quick operations to apply colors or values to vertex channels
  • Channel Protection: Prevent specific channels from being modified
  • Tool Selection Grid: Select from various specialized tools (Hierarchical Gradient, AO, etc.)
  • View Controls: The view controls let you visualize vertex colors in the viewport
  • Selected vertices only: Limit operations to selected vertices only
  • Target apply: Select RGB, R, G, B for all apply tools

Target Apply

Target Apply

The Target Apply feature lets you control which color channels your operations affect:

  • RGB: Apply to all color channels
  • R: Apply to the Red channel only
  • G: Apply to the Green channel only
  • B: Apply to the Blue channel only

This selective application allows you to build up complex vertex color data by working on individual channels separately.

View Modes

View Modes

The Vertex Color Toolkit provides several view modes to help you visualize vertex colors:

  • OFF: Display standard material shading
  • RGB: Show the full vertex color (all channels)
  • R: Show only the Red channel as grayscale
  • G: Show only the Green channel as grayscale
  • B: Show only the Blue channel as grayscale

Viewing individual channels in grayscale is particularly useful when storing non-color data like masks, height maps, or roughness information in specific channels.

Channel Protection

Channel Protection

Channel protection allows you to prevent changes to specific color channels while editing others:

Using Channel Protection

  • Locate the "Protect Channels" section in the toolkit
  • Toggle the R, G, and/or B buttons to enable protection for those channels
  • Protected channels will remain unchanged by any tool operations
  • Channel protection applies to all tools in the addon

Channel protection is essential for multi-channel workflows. For example, store ambient occlusion in the red channel, metalness in green, and roughness in blue—then protect the channels you don't want to modify while working on a specific map.

Fill Operations

Fill Operations

Fill operations allow you to quickly set vertex colors across your entire model or selected vertices:

Basic Fill

  1. Select your mesh object
  2. Choose the target channel (RGB, R, G, or B)
  3. For RGB, select a color using the color picker
  4. For individual channels, set a value (0.0 to 1.0)
  5. Click "Apply Fill" to execute the operation

Quick Actions

The toolkit provides convenient quick actions:

  • White: Set selected channels to maximum value (1.0)
  • Black: Set selected channels to minimum value (0.0)
  • Clear: Remove vertex color data (may depend on Blender version)

Selected Vertices Only

Selected Vertices Only

To apply fill operations to only part of your mesh, enter Edit Mode and select the desired vertices before using the fill tools. Make sure to check the "Selected Vertices Only" option in the tool settings.

Tools

Tools

The Vertex Color Toolkit offers a range of specialized tools for creating and manipulating vertex colors.

Hierarchical Gradient

Hierarchical Gradient Tool

The hierarchical gradient tool creates color transitions based on mesh topology, ideal for plants, trees, and organic structures:

Important: The tool automatically switches to RGB view mode when applying gradients. You must be in RGB view mode (not R, G, or B individual channels) for proper gradient application and export.

Basic Setup

  1. Select your mesh object
  2. Choose the "Hierarchical Gradient" tool in the tool selection grid
  3. Refresh and assign material
  4. Configure the color ramp to define your gradient colors
  5. Set up gradient levels (trunk, branches, leaves, etc.)
  6. Click "Apply" to execute

Gradient Levels

Each level represents a stage in the hierarchy (e.g., trunk → branches → twigs → leaves):

  • Use the Add/Remove Level buttons to manage levels
  • Set the gradient range for each level (where in the color ramp it maps to)
  • Adjust proximity thresholds to control how vertices connect between levels
  • Set falloff to control the transition sharpness between levels
  • Manual Start Value (Override Parent): Enable this option to override the automatic inheritance from parent levels. When enabled, the level will use the specified "Start" value instead of inheriting colors from connected parent vertices. Leave this unchecked for continuous, natural gradients flowing from one level to the next.

Ambient Occlusion

Ambient Occlusion Tool

Bake ambient occlusion directly to vertex colors:

AO Parameters

  • Samples: Higher values give smoother results but take longer
  • Distance: How far rays travel to detect occlusion
  • Bias: Offset from surface to prevent self-intersection
  • Blend: Mix amount with existing vertex colors
  • Contrast: Adjust the contrast of the AO effect
  • Invert: Flip the result (light areas become dark, dark areas become light)

Baked AO is perfect for adding subtle shadowing details or creating masks for wear effects in game assets. It's often best stored in a single channel (like Red) to preserve other channels for different data.

Note: Cycles render engine is recommended for best results but not strictly required.

Curvature

Curvature Tool

Generate curvature maps to highlight edges and surface details:

Curvature Settings

  • Strength: Controls the intensity of the curvature effect - higher values detect finer details (default: 1.0)
  • Contrast: Adjusts the contrast between flat areas and edges - higher values create sharper transitions (default: 1.0)

Curvature maps are excellent for creating edge highlights, dirt masks, and wear effects. Try storing curvature in the Green channel while keeping AO in Red for a comprehensive material mask setup.

Note: Cycles render engine is recommended for best results but not strictly required.

Edge Wear

Edge Wear Tool

Create procedural edge wear effects ideal for weathered materials:

Edge Wear Controls

  • Strength: Controls the intensity of the edge wear effect
  • Contrast: Adjusts how sharply the effect transitions from edges to flat areas

Edge wear is perfect for creating realistic worn metal, chipped paint, or weathered wood. Combine with ambient occlusion for more realistic results.

Noise

Noise Tool

Add procedural noise patterns to vertex colors:

Noise Parameters

  • Type: Choose from several noise patterns (Perlin, Voronoi, etc.)
  • Scale: Adjust the size of the noise pattern
  • Detail: Control the level of detail (octaves)
  • Strength: Controls the intensity of the noise effect
  • Contrast: Adjusts the contrast between dark and light areas of the noise
  • Blend Mode: How the noise combines with existing colors

Noise is excellent for adding subtle variation to surfaces, creating dirt/grime maps, or generating procedural textures directly in vertex colors.

Linear Gradient

Linear Gradient Tool

Create a directional gradient based on object or world space:

Linear Gradient Settings

  • Direction: Set the direction of the gradient (X, Y, Z, or custom)
  • Strength: Control the distribution of the gradient

Linear gradients are perfect for height-based coloring (like snow caps on mountains), directional effects, or simple top-to-bottom transitions.

Radial Gradient

Radial Gradient Tool

Create circular/spherical gradient patterns:

Radial Settings

  • Center: Set the center point of the radial gradient
  • Radius: Control how far the gradient extends
  • Falloff: Adjust the transition curve from center to edge
  • Shape: Choose between circular or spherical gradient
  • Invert: Flip the gradient direction (inside-out vs outside-in)

Radial gradients are great for spotlight effects, creating glows, or defining areas of influence around specific points.

Projection Mask

Projection Mask Tool

Create masks based on view or normal direction:

Projection Parameters

  • Direction: Set the primary direction for masking
  • Falloff: Control the transition sharpness between masked/unmasked areas

Projection masks are ideal for creating effects like snow on top surfaces, dirt on bottom surfaces, or moss on north-facing walls.

Channel Manager

Channel Manager Tool

Perform operations on and between color channels to manage your data effectively:

Channel Operations

  • Copy: Copy values from one channel to another. Great for duplicating masks or data between channels.
  • Swap: Exchange values between two channels. Useful when you need to reorganize your channel data.
  • Intensity: Adjust the intensity of a channel using a multiplier value:
    • Values less than 1.0 reduce intensity (darken)
    • Values greater than 1.0 increase intensity (brighten)
    • Value of 0.0 sets the channel to black
  • Multiply Channel: Multiply a target channel with the values from source channel. This powerful operation allows you to:
    • Use one channel as a mask to modulate another channel
    • Create complex effects by combining data from multiple channels
    • For example, multiply a noise pattern with an AO map for natural variation
  • Invert: Flip the values of a channel (1.0 becomes 0.0, etc.). Essential for creating inverted masks or negative effects.

The Channel Manager is one of the most powerful tools for creating complex vertex color data. For example, you can:

  • Create a mask in the Red channel, then copy it to Blue before applying a different effect
  • Store AO in Red, Curvature in Green, and use Channel Manager to combine them in Blue
  • Use Multiply Channel to blend a noise pattern with existing vertex color data

Prepare for Export

Prepare for Export Button

Ensure your vertex colors export correctly to other applications with the "Prepare for Export" feature:

Why It's Important

When working with individual color channels (R, G, or B view modes), your vertex colors will not export correctly to other applications. The "Prepare for Export" button automatically:

  • Detects if you're in a single-channel view mode (R, G, or B)
  • Switches to RGB view mode for proper export
  • Displays a confirmation message

How to Use

  1. Before exporting your mesh, locate the "Prepare for Export" button in the Documentation & Support section at the bottom of the panel
  2. Click the button
  3. Proceed with exporting your mesh using Blender's export functions

Important: Always ensure you're in RGB view mode before exporting your mesh or applying a hierarchical gradient. The tool will attempt to switch automatically, but it's good practice to verify before export.

Contact & Support

If you need assistance with the Vertex Color Toolkit, have feature suggestions, or want to report bugs, please contact us:

Email: [email protected]