Random VColor
Random VColor or Random Vertex Color randomizes the vertex color of the selected faces of object(s). This is useful for setting a base color you can layer your grunge effects on.
Here are the redo properties and what they do:
Color Wheel
This allows you to set the color using a color wheel. This only deals with hue and you need to increase the saturation and value if you want to see it more clearly.
With multiple objects, the colors are randomized based on the limit option.
New Layer
Sets the name of the vertex color attribute which can be found in the properties window, in the data tab then in the color attribute section.
If the name exists, it will override the existing vertex colors assigned to the faces in that attribute.
Use Saved
Instead of using or creating a new layer, assigns the vertex colors instead to an existing vertex color attribute.
Limit
This has 4 options: Object, Select, Island and Sharp. Object will randomize the vertex color for each individual objects selected.
Select will randomize the vertex color for each groups of faces selected in individual objects selected.
Island will randomize the vertex color of each separate face groups or islands in selected objects.
Sharp will randomize the vertex color of faces inside of marked sharp edges.
Hue Max
The maximum hue values for the RGB channels.
Hue Min
The minimum hue values for the RGB channels.
If the minimum value becomes higher than the maximum then it will be treated as the maximum value with the lower one as minimum regardless of name. Randomization will occur using the values between the 2 properties.
Saturation
This allows you to set the minimum and maximum saturation for randomization.
Value
This allows you to set the minimum and maximum values for randomization.
Random Seed
This allows you to set the randomization value for the hue, saturation and value properties.
Hard Gradient
This allows you to place hard stops which function like color stops in the color ramp node and will be based on the min max values set for the HSV.
You can select multiple entries by pressing the Shift
hotkey and clicking on the axis. Regular clicks will only select one while using the Shift + Click
combination again on a selected option will deselect them.
HG Stops
This allows you to set the number of stops. This will divide the values set in the min and max values of the HSV properties using the assigned number of stops. For example. using the default 2 will use the min/max values only for the randomization while using 3 will use the min/max and the number between them for randomization.
In the image above, as the number of stops increase for the value, each of them would represent a different gradation just like a color ramp with color stops spaced evenly.
Island Offset
Determines the number for the randomization to cycle through before changing the vertex color for a face group/island.
Object Offset
This determines the number for the randomization to cycle through before changing the vertex color for an object.
Mark Sharp
Marks sharp edges based on an angle threshold. Used in conjunction with the Limit: Sharp if the object(s) has no marked sharp edges to begin with.
Sharpness
The sharpness angle threshold used by the Mark Sharp toggle.
Dirty Vertex Color
This toggle exposes some vanilla vertex color properties inside Blender to control the dirty vertex color effect.
Dirty vertex colors works best for dense meshes where the amount of vertices results to more defined colors in the corners and transitions in the mesh.
Blur Strength
Blur strength per iteration.
Blur Iterations
Number of times to blue the vertex color.
Highlight Angle
Less than 90 limits the angle used in the tonal range.
Dirt Angle
Less than 90 limits the angle used in the tonal range. Determines the amount of dirtying based on the angle of neighboring vertices.
Dirt Only
Don't calculate cleans for convex areas.
Normalize
Normalize the colors, increasing the contrast.
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