Vertex Color GeoNodes Modifiers
Easy to use modifiers for vertex color adjustments.
This project meant for manipulating mesh vertex color. The idea of this project is to easily apply filters and textures in non-destructive workflow on high-poly models (such as character sculpts). Add GeoNodes modifier to the object.
Node Trees setups:
Ambient Occlusion - Fast and nondestructive Raycasted AO;
Color Filter - Simple color adjustments with color channeled masks;
Geometry - Angle or Face Area based mask;
Light - Light distribution based on normal vertex, light source position. Capable of casting Raycasted shadow on itself;
Texture Master - Generative/Image Textures and Color Attribute Blend with position or UV projection;
Thickness - Simple Subsurface Scattering implementation meant to make mask of thin areas of model;
Releases:
Project version 1.1. (Made in Blender 4.4)
- Initial release;
blend
VectorColorFilters.blend940.98 Kb
Tips:
- GeoNodes tree affects Vertex Color Attribute based on their name;
- Change Color Attribute you want modifier to affect by replacing the name in "Base Color Attribute" field;
- "Vertex Color Master" allows blend two Color Attributes together - Choose "Color Attribute" in "Texture" menu and Select the needed "Attribute" in "Blend Color Attribute" field;
- "Vertex Color Light" will require an empty object to manipulate light source transforms;
- Blur only works in Color/Byte Color point Mapping Method;
- Thickness and Ambient Occlusion modifiers are very computationally intensive. By default the amount of ray samples is pretty low, increase it and bake the result in GeoNodes editor. There is the "Bake" node conveniently placed to bake those expensive calculations. (Additionally random ray angle in the "Thickness" node is pretty low, set it at least to 80 and ray samples to 512 for better results);
Additional screenshots:
This project is licensed by CC-BY 4.0
Use it in your projects freely, no attribution is needed.
Please do not redistribute or sell this file on other platforms.