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Vertex Color Painter

Module: Modeling · Category: VertexColor · Tool ID: VertexColorPainter

An interactive viewport brush for painting vertex colors directly onto static meshes in the level. Activates an editor mode that takes over your input — paint with the brush, scroll to resize, switch channels, undo, or hit Escape to exit.

Screenshot 01 — Hero shot — Painter active in viewport, red brush ring visible over a mesh with painted vertex color falloff visible.


  • Authoring per-vertex masks for material blending (dirt, moss, wear, snow accumulation)
  • Driving wind/foliage shaders that read from vertex color channels
  • Marking up specific vertices on a kit piece for a custom shader effect
  • Quick tinting of a mesh without going back to your DCC
  • Don’t use this for inspection — use Vertex Color Viewer to audit existing vertex colors
  • Don’t use this for whole-mesh fills — set a constant in the material or use the Universal Bake Suite’s vertex color bake mode

  1. Open the EQLabs Hub and search for Vertex Color Painter (or browse to Modeling → VertexColor)
  2. Click the tool card to open its launcher panel
  3. Click Activate — this enables the painter EdMode in the level viewport

The Hub panel itself is the launcher. The actual painting controls appear in the viewport once the EdMode is active.


A minimal launcher with two buttons:

ControlBehavior
ActivateEnables the painter EdMode. Disabled while already active.
DeactivateDisables the EdMode. Disabled while already inactive.
Status indicatorGreen ACTIVE — painting mode is running while engaged, gray Inactive otherwise.

Viewport painter panel (appears when active)

Section titled “Viewport painter panel (appears when active)”

When the EdMode is active, a panel docks into the viewport with three collapsible sections:

  • A swatch showing the current Paint Color — click it to open the color picker
  • Strength — how much color is laid down per stroke (0–1)
  • Falloff — soft-edge curve from brush center to rim (0 = hard edge, 1 = full feather)
  • Channel mask — toggle R / G / B / A independently to paint only into selected channels
  • Brush size — scroll wheel in the viewport to grow/shrink
  • Paint mode — apply Paint Color blended into the channels you’ve enabled
  • Erase mode — clear vertex color back to default in the enabled channels

Open the Hub launcher and click Activate. The status flips to green, the viewport panel appears.

Pick a paint color, dial in strength and falloff, and toggle the R/G/B/A channels you want to affect. Most material masks live in a single channel — turn the others off to avoid bleed.

Hover the brush over a static mesh in the viewport. Left-click and drag to paint. Use the scroll wheel to resize the brush on the fly.

Click Erase to clear vertex color from the selected channels. Same brush settings apply.

Press Escape in the viewport, or click Deactivate in the Hub launcher. The mesh remains dirty until you Save All.

Screenshot 03 — Painted result — Mesh with a clearly painted gradient using channel-masked paint (e.g., red-only channel, soft falloff).


FieldWhat it doesDefault
Paint ColorThe color applied during paint strokesRed
Brush StrengthPer-stroke deposit amount (0 = none, 1 = full)0.5
Brush FalloffSoft-edge curve0.5
Brush SizeBrush radius (resize via mouse wheel in viewport)
Channel MaskWhich of R / G / B / A receive paintAll on
Blend ModePaint or ErasePaint

  • In-place modification — paint strokes write directly to the static mesh’s vertex colors. Mesh is marked dirty until Save All.
  • Undo / redo — every stroke is a transaction. Ctrl+Z walks back stroke by stroke; Ctrl+Shift+Z redoes.

  • Scroll wheel resizes the brush — works while hovering over the viewport, no modifier key required.
  • Escape exits the EdMode — fastest way out without going back to the Hub.
  • Channel masking lets you stack masks in one mesh — author dirt in R, snow in G, moss in B without overwriting each other.
  • Paint shows up immediately if your material samples vertex color — if you don’t see the change, the material isn’t reading vertex color or it’s reading a different channel.
  • Save All afterward — paint persists in memory but isn’t written until you save the mesh asset.

  • Vertex Color Viewer — inspect/strip existing vertex colors (the read side)
  • Universal Bake Suite (Art module) — bake high-poly data into vertex colors, also has a vertex color writer
  • Layered Texture Paint Suite (Art module) — texture-based painting workflow when vertex resolution isn’t enough

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