Color Set Editor

Navigate to (Modeling menu set) Mesh Display > Color Set Editor.

The Color Set Editor lets you manage the color sets for any texture.

Related topics

The Color Set Editor lists only the color sets for the currently selected mesh. If more than one mesh is selected, all sets on the meshes that have the same names can then be edited using the Color Set Editor. For example, all the meshes in your scene may have color sets for day and night.

Note:

The Color Set Editor lists only the color sets for the first selected mesh (or the first mesh in the picking order if you select several meshes at once). To edit color sets common to several meshes, first select a mesh using all these color sets, then Shift-select the additional meshes.

New

Creates a new color set for the selected surface.

Color Range

If Clamped is on, the values are clamped to the 0–1 range.

Component Type

Specifies RGB, RGBA, or A (alpha) only

Color Set Sharing

Specifies whether Color Per Vertex data is Shared, Per Instance Shared, or Per Instance Unshared.

Rename

Lets you rename the color set currently selected in the Color Set Editor list.

Delete

Removes the selected color set and its data from the surface. It is deleted from the Color Set Editor’s list.

Copy

Creates a copy of the selected color set. By default, copies of color sets are named colorSetName1.

Modify

Assigns a polyColorMod node downstream from the selected color set so you can apply global color modifications to the color set for either HSV color space or RGBA color channel basis. You can also animate the parameters in the polyColorMod node.

Note: The modifications you make to the HSV and RGBA modifiers in the polyColorMod node are cumulative.
Merge

Merges the top-most selected color set with the bottom-most selected color set using the Over blend style. Merge creates a new color set, assigns it a blendColorSets node, and deletes the two original color sets. The new merged color set is given the name of the color set that was the top-most selection. You can only merge two color sets at a time.

Blend

Blends one color set with another and creates a new set for the resulting blend. By default, the blended color set is named blendedColorSet in the Color Set Editor window. You can only blend two color sets at a time.

Over

The source color is applied to the base color like a decal. The shape of the decal is determined by the source color’s alpha according to the following formulae:

Blended color set = source color x source alpha + (base color x (1 - source alpha))

Blended color set alpha = 1 - ((1 - base color alpha) x (1 - source color alpha))

Add

The source color is added to the base color as if being projected onto the base through a slide projector. The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:

Blended color set = base color + (source color x source alpha)

Blended color set alpha = base color alpha

Subtract

The source color is subtracted from the base color. The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:

Blended color set = base color - (source color x source alpha)

Blended color set alpha = base color alpha

Multiply

The source color is multiplied by the base color. The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:

Blended color set = base color x (source color x source alpha + 1 - source alpha)

Blended color set alpha = base color alpha

Linear

The source and base colors are added together, but the amount of each color in the resulting blended color set is controlled by the Blend Weight A value.

For example, if the Blend Weight A is 0.25, then 75% of the base color and 25% of the source color are added together to create the blended color set according to the following formulae:

Blended color set = (1- primary blend weight) x base color + primary blend weight x source color

Blended color set alpha = (1- primary blend weight) x base color alpha + primary blend weight x source color alpha

Bilinear

The source and base colors are added together or subtracted from each other, but the amount of each color in the resulting blended color set is controlled by the Blend Weight A and Blend Weight B.

For example, if the Blend Weight A is 0.80 and the Blend Weight B is 0.80, then 80% of the base color and 80% of the source color are added together to create the blended color set. You could also have a Blend Weight A of 1.0 and a Blend Weight B of -1.0 so that 100% of the source color is subtracted from 100% of the base color to create the blended color set according to the following formulae:

Blended color set = primary blend weight x base color + secondary blend weight x source color

Blended color set alpha = primary blend weight x base color alpha + secondary blend weight x source color alpha

Channels

The source and base colors are added together, but the amount of each color channel in the resulting blended color set is controlled by the Red, Green, Blue and Alpha Weights according to the following formulae:

Blended color set = Red + Blue + Green

Red = weight1 x source red + (1 - weight1) x base red

Green = weight2 x source green + (1-weight2) x base green

Blue = weight3 x source blue + (1-weight3) x base blue

Blended color set alpha = weight x source alpha + (1-weight) x base alpha

Move Up

Moves the selected color set up in the Color Set Editor’s list.

Move Down

Moves the selected color set down in the Color Set Editor’s list.

Note:

Move Up and Move Down do not create history on your meshes.

Color Set Editor menus

Color menu
Apply Color

See Apply Color Options.

Paint Vertex Color Tool

See Paint Vertex Color Tool Options.

Display menu

Lets you access the Color in Shaded Display, Color Material Channel, and Material Blend Setting polygon display settings.

For more information see the following: