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Under review

V 1.26 cannot place vertex color node! (also some requests for the node)

Matt Asanuma 9 years ago updated by Jaro 8 years ago 7

I'm in version 1.26 and I can't drop down a vertex color node - neither by holding V and clicking in the resulting pop-up menu, nor by right-clicking and digging down into the appropriate menu. When I do click on the option in the menu however, the preview window loses the skybox (skybox box becomes unchecked) and the camera resets in the preview window.


While on the topics of vertex color - would it be possible extract different vertex color sets from a mesh for different uses? Maya allows you to apply as many color sets as you want to a mesh and then name them separately. This was useful at one game studio where we could paint constraint values on one set (to keep from being affected by sin wave animations) you could then paint blend colors on another color set, etc... all within the same mesh. It would be nice to be able to access all different color sets on a mesh. Not to mention - what color set is used when that node is plugged in? does it just use the first color set in the list?

Any thoughts on this? The software is being run on the most recent Unity build, on Windows 7.

Under review

Sounds really odd. Any errors in the console?

I didn't get any errors in the console. I'll try and capture a video of it and upload to youtube so you can see what's occuring. I'll get to that later this evening


Try enabling the scroll wheel for the quickpick menu. If that doesn't work, you may be able to use the sidebar for placing nodes. If that doesn't work, try a full reinstall: http://acegikmo.com/shaderforge/faq/?Q=erroronnewversion#erroronnewversion

Hi Joachim,


I'm encountering two errors in the console when trying to place a vertex color node. This happens on a fresh install on both PC and Mac. Any help would be appreciated!


error 1:

sf_meshes.fbx missing sub assets

UnityEngine.Debug:LogError(Object)
ShaderForge.SF_PreviewWindow:GetSFMesh(String)
ShaderForge.SF_PreviewWindow:get_sphereMesh()
ShaderForge.SF_PreviewWindow:DrawMesh(RenderTexture, Material, Boolean)
ShaderForge.SF_Blit:RenderUsingViewport(RenderTexture, Material)
ShaderForge.SF_Blit:RenderUsingViewport(RenderTexture, String)
ShaderForge.SF_NodePreview:GenerateBaseData(Boolean)
ShaderForge.SF_Node:GenerateBaseData()
ShaderForge.SF_Node:Initialize(String, InitialPreviewRenderMode)
ShaderForge.SFN_VertexColor:Initialize()
ShaderForge.SF_EditorNodeData:CreateInstance()
ShaderForge.SF_Editor:AddNode(SF_EditorNodeData, Boolean)
ShaderForge.SF_Editor:UpdateKeyHoldEvents(Boolean)
ShaderForge.SF_EditorNodeView:OnLocalGUI(Rect)
ShaderForge.SF_Editor:OnGUI()
UnityEditor.DockArea:OnGUI()


error 2:

NullReferenceException: Object reference not set to an instance of an object

ShaderForge.SF_PreviewWindow.DrawMesh (UnityEngine.RenderTexture overrideRT, UnityEngine.Material overrideMaterial, Boolean sphere)
ShaderForge.SF_Blit.RenderUsingViewport (UnityEngine.RenderTexture target, UnityEngine.Material material)
ShaderForge.SF_Blit.RenderUsingViewport (UnityEngine.RenderTexture target, System.String shader)
ShaderForge.SF_NodePreview.GenerateBaseData (Boolean render3D)
ShaderForge.SF_Node.GenerateBaseData ()
ShaderForge.SF_Node.Initialize (System.String name, InitialPreviewRenderMode initialPreviewMode)
ShaderForge.SFN_VertexColor.Initialize ()
ShaderForge.SF_EditorNodeData.CreateInstance ()
ShaderForge.SF_Editor.AddNode (ShaderForge.SF_EditorNodeData nodeData, Boolean registerUndo)
ShaderForge.SF_Editor.UpdateKeyHoldEvents (Boolean mouseOverSomeNode)
ShaderForge.SF_EditorNodeView.OnLocalGUI (Rect r)
ShaderForge.SF_Editor.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)


I solved my problem. My sf_meshes.fbx got moved within unity, didn't get removed properly before the reinstall of Shaderforge. After properly removing all Shaderforge files including sf_meshes.fbx and then reinstalling again, everything is again working as intended.


False alarm sorry!