InstaLOD allows users to paint vertex colors on geometry to have point-precision over where to optimize, and where not to optimize. Vertex painting can also be used in the
CAD Live Link, to fix shading issues on CAD data.
Select the paintbrush icon in the toolbar to access the
Vertex Paint Mode, select a mesh and Begin painting.
InstaLOD supports vertex color set and selection set-based optimization weights when performing polygon optimizations. This is a great way to give artists full control over the optimization.
Avoid using both red and blue for a single vertex. If both red and blue channels are used on the same vertex the higher color value will determine the weighting type. It is recommended to use pinning instead of culling, to avoid interfering with the optimization strategy of the optimizer.
IMPORTANT: Please note that using different color channel values will not reduce the pinning or culling behavior by the same factor. Channels with different brightness values change the importance of the area, not the percentage that is culled or pinned.
As an example, using a blue color value of 127 (50%) will not result in the area being optimized by 50%. It will simply specify that if there are no other polygons that can be removed around the model, this area is touched first, before moving on to areas with brighter values
To enable vertex-based optimization weights, select an option in the
Optimizer Weights dropdown box under the
Advanced settings of the
This workflow is also demonstrated in one of our YouTube videos using InstaLOD for Maya.
Vertex paint can not only be applied for the selective optimization of models but also allows for unlimited control over fixing shading on CAD data. Typically, Shading settings get applied to the entire object by retessellating a part. By using the
Manual Adjustments settings, vertex colors can be painted and applied selectively.
Use a white vertex color to mark vertices where shading should be applied. Values between [0...1] will specify the weight of the settings applied to the vertex. A value of 0 (Black) means the shading settings will not be applied to the vertex.