Is there a way to import multiple vertex color sets ?

is so how ? and if not how can I go about requesting a feature ?

Do you mean you want multiple vertex color sets for one mesh? More than just the four RGBA channels? I don’t think that is possible, even if you could I’m not sure how you would get access to them once they were on there since material nodes for using the vertex colors only give you access to the four RGBA channels.

If you have a model with multiple vertex color sets - you could UV the object and then use a program like Xnormal to convert the vertex colors into a texture and load that texture into UE4.

Feel free to explain what you’re trying to do also, maybe there are other ways to do it.

Hope that helps.

Exactly that ! I’m basically trying to create a very cheap LOD material that would read like this:

1st color set:
RGB = base color
A = Metallic

2nd color set:
RGBA = others (roughness etc…)

This would let me create a very cheap material for everything really far away that wouldn’t need any textures. As you said i could bake everything in a texture but it kind of defiles the point.

If the feature is not there it could could be added as the engine already handles multiple UV sets in the material editor using a “Texture Coordinate” node changing the “Coordinate Index”, i’m not a programmer but it doesn’t seem like a very complex thing to change but then again I have no clue :slight_smile: !

please someone let me know if i’m just writing nonsense and there is a way better way to do what I’m describing above and thank you BarretMeeker for your time !!!

I would like to request support for multiple vertex colour set as well.

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Me too, It would allow for more blends on a instance basis. The Colour sets could be accessed just like UV sets are.

You could “make” multiple channels out of the alpha, leaving the rgb channels for your color.
I.E Your roughness map would one very specific value. In the material, you will separately extract this value and use it as a roughness mask. If you made 4 different maps out of this, you would be quartering the bitdepth, so the limit to how many of these mask you can make depends on how much variation you need in your masks.

it sounds kinda late and any updates on support? since multiple color set would be quite useful to implant the similar way to store pivot position of selected vertex on poly to utilize the vertex shader to apply transform on rotational manner. Let me know if there is good workaround. Thanks in advance

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