I’m working on an asset pipeline for a game and had a few questions on Blender’s Vertex painting capabilities.
Ideally I’d like to be able to bake vertex AO onto my model using Blender’s “Dirty Vertex Colors” option so that I can rout it into our game via a material. The problem that I’m running into is that, while I can bake it to the vertices, it bakes the AO to the R, G, and B channels. I’d like to bake it to only one of the channels so that the other channels can be used for other purposes in our engine - such as using the G and B channels to blend between different textures in our material. I have noticed that the vertex data isn’t baked to the A channel though, perhaps this is related?
- Blender bakes vert AO to R, G, and B.
- need vert AO on R only. How?
- Why aren’t these values stored in A too?