Yeah, I'm not sure why some people are insisting that we need some ancient Blender version. I've seen that mentioned in other places too. Blender 2.8+ is perfectly capable of rendering and mixing vertex colors. Here's a screenshot comparing my scene (bottom) rendered in Blender 3.1 -- but I'm pretty sure the Vertex Color node has been there since 2.8 (or maybe 2.9).
My render is nearly identical. Not perfect, but good enough -- it gets the "feel" right, and it took minimal effort. The only issue I had was that the river texture was missing on the DAE export, so I had to assign that texture manually.
But yeah, I even applied the shader math the same asĀ Starkium (oops, I meant Alvare) described:
The Vertex Color Node is going into a multiply node where the RGB is multiplied by (2,2,2). The color sliders only go from 0.0 to 1.0, but you can actually type in a value of 2 manually and the math works out fine.
Blender does botch the color appearance a bit **at first glance**, but the actual underlying color vertex data shouldn't be destroyed I don't think -- we just need to adjust the output. It was an easy fix: go to "Render Settings > Color Management" and bump up "Exposure" from 1.0 to 1.2. Now the colors are like 99% correct. Oh, also make sure the other Color Management Settings are on "sRGB", "Standard," and "Medium High Contrast."
Alpha transparency works fine too, look at these trees:
You just have to plug the ALPHA channel of the image into the ALPHA slot of the BSDF shader:
Then make sure that Blend Mode is set to "Alpha Clip", with optional "Back Face Culling".
I setup some python scripts that automate this whole process.
You will still have to set the "Color Management" settings manually for now. I might be able to add that to the script at a later date.
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So that's what I figured out about these vertex colors. I do have one issue though: If anyone could help me out, I'd really appreciate it.
I can't figure out how to get the decompressed (is that the right word?) files for Majora's Mask. I was able to figure it out a few months ago for OoT3D and have a folder with all the ZAR files and such, which is how I was able to convert Hyrule Field and make these renders. But I forgot to write myself notes on how I did it, and I don't remember how.
I really want the maps from Majora, because I'm working on a Majora's Mask animation project, and I'd love to good clean map rips with all the vertex color data intact like this Hyrule Field test.
I have a few different CMB/ZAR model viewer programs already, but I didn't save whatever script converts the rom into a directory of model sources.
Here's a sneak peak at my project. I'm working on recreating the official Majora art effect in Blender:
And here's a video where I did some animation tests:
Does anyone have a "Majoras Mask Romfs.zip" or a method on how I can extract the Romfs files myself?
My render is nearly identical. Not perfect, but good enough -- it gets the "feel" right, and it took minimal effort. The only issue I had was that the river texture was missing on the DAE export, so I had to assign that texture manually.
But yeah, I even applied the shader math the same asĀ Starkium (oops, I meant Alvare) described:
Code:
vertexColor * 2 * baseColor
The Vertex Color Node is going into a multiply node where the RGB is multiplied by (2,2,2). The color sliders only go from 0.0 to 1.0, but you can actually type in a value of 2 manually and the math works out fine.
Blender does botch the color appearance a bit **at first glance**, but the actual underlying color vertex data shouldn't be destroyed I don't think -- we just need to adjust the output. It was an easy fix: go to "Render Settings > Color Management" and bump up "Exposure" from 1.0 to 1.2. Now the colors are like 99% correct. Oh, also make sure the other Color Management Settings are on "sRGB", "Standard," and "Medium High Contrast."
Alpha transparency works fine too, look at these trees:
You just have to plug the ALPHA channel of the image into the ALPHA slot of the BSDF shader:
Then make sure that Blend Mode is set to "Alpha Clip", with optional "Back Face Culling".
I setup some python scripts that automate this whole process.
- Select all the objects that need alpha transparency and run this script:
- https://github.com/JamesO2x/Useful-Blend...t_alpha.py
- Then select all the objects in the scene, and run this script to apply the OoT3D vertex color shading effect:
- https://github.com/JamesO2x/Useful-Blend...Shading.py
You will still have to set the "Color Management" settings manually for now. I might be able to add that to the script at a later date.
---
So that's what I figured out about these vertex colors. I do have one issue though: If anyone could help me out, I'd really appreciate it.
I can't figure out how to get the decompressed (is that the right word?) files for Majora's Mask. I was able to figure it out a few months ago for OoT3D and have a folder with all the ZAR files and such, which is how I was able to convert Hyrule Field and make these renders. But I forgot to write myself notes on how I did it, and I don't remember how.
I really want the maps from Majora, because I'm working on a Majora's Mask animation project, and I'd love to good clean map rips with all the vertex color data intact like this Hyrule Field test.
I have a few different CMB/ZAR model viewer programs already, but I didn't save whatever script converts the rom into a directory of model sources.
Here's a sneak peak at my project. I'm working on recreating the official Majora art effect in Blender:
And here's a video where I did some animation tests:
Does anyone have a "Majoras Mask Romfs.zip" or a method on how I can extract the Romfs files myself?