It's already submitted there, I'm waiting for review :) As for Gumroad, good point, I'll post it today.
Alfred Baudisch (Pardall)
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Scroll down here, there's a section about Alpha Scissor in visual shaders: https://danielilett.com/2024-02-06-tut8-1-godot-shader-intro/
UPDATE: it reconciles only UV changes from Blender, if you change the mesh, nothing happens.
Anyway, a new feature is schedule to release which is export from Vertex Studio back to OBJ or GLTF (so what you paint in Vertex Studio can leave Godot itself). Then you can open the OBJ/GLTF in Blender, update the mesh and reimport back into Godot. More info: https://splitpainter.itch.io/vertex-studio/devlog/1630666/export-objgltf-terrain...
Thanks! There's an undocumented feature released a few days ago that is supposed to reconcile with the source mesh, more info here: https://splitpainter.itch.io/vertex-studio/devlog/1590929/new-version-10-beta3-b...
I haven't tested with changing the mesh vertices themselves though, only the UV, so please backup your scene first before trying. I'll also give it a try and report here next.
Hey,
I'll answer by numbers, so it's easier to follow:
- It's not possible to change the normals of a plane (this is not a limitation of the tool, it's just how 3D works, because the normals are all the same on a plane. If you create a plane on Blender and set Shade Flat or Shade Smooth you can see it doesn't make a difference).
- "how to combine unlit and splat mapping here" - since you are painting in a custom material, you have to keep using "Original Material", otherwise you won't see your texture blending. In this case to have it unlit, you have to change the shader to Unlit. If you created the shader following the tutorial, it's a Visual Shader, so double click it and set to Unshaded:

Triplanar is something that is defined by the material, thus it doesn't affect vertex coloring. It works the same way as if you didn't have triplanar mapping.
Example in Godot:
- Mesh with StandardMaterial3D, check "Vertex Color: Use as Albedo"
- Assign a texture
- Check Triplanar in UV1
- Save and re-open the mesh scene if needed
- In Vertex Studio, click to restore the Original Material, painting work as normal, but to see the triplanar mapping you have to keep using your mesh's Original Material that has the "Triplanar" setting as on, as shown in the second screenshot below (you can click the arrow icon as many times as you want/need).


I considered it, but I rely on the Godot editor viewport and I'd need to make a custom fork of Godot itself, which is actually something I might try in the future, in order to make a standalone Vertex Studio version experiment (so there would still be the Godot plug-in and a standalone version side by side) .
Thanks for answering, Matt! Yes, I'm hoping for a LTS.
Updating the codebase with incremental updates would be fine, the problem is the course itself (record and edit videos). A single video can take a whole week - imagine a full course, and then a week later a breaking change of Godot 4.whatever breaks 3 videos.
That's why I'm being careful, I also the course version for v4 to be long-lasting, just like the current version of the course is already definite for 3.5 and won't be deprecated.
I posted this via the course newsletter too, so I already have a few answers and opinions I got by email, I'll wait a week, and soon I'll have a decision that will be based on the average of the answers :)
Oh I just realized I was being silly, of course the same Blender shader won't appear on PixelOver :)
What I am looking for in PixelOver is the possibility to set your own shader or custom material.
Glad to hear the next update is about materials!
Maybe the same options as the Godot's Standard 3D Material? I.e. Unshaded, etc.

Considering a model with flat shading:
In PixelOver I tried:
- Disabled the Directional light
- Set ambient light to 1 and White
- Anti-aliasing disabled
But still I can't simulate the flat shading look, I always get a lot of "artifact" pixels:

I tried an auto generated palette with 8 colors. But I still get a lot of "artifacts":

Question
- How can I have the pixels generated as flat as the 3D model?
- Any way that I can just write some GLSL for the canvas?
PS: thanks, great tool! I got it over Steam and I also covered it in my blog: https://alfredbaudisch.com/blog/gamedev/godot-engine/standalone-applications-mad...











