A simple add-on that makes working with vertex colors easier.
After installing the add-on, you can see it on the side panel (press N to open it). It consists of several main sections: About, Settings, and Tools.
Contains general info about the plugin such as add-on name and version, as well as a link to the documentation.
Contains various settings, including display settings and global color settings.
With display settings, you can control vertex color visibility. Make sure it's on before using any of the tools!
The add-on has two settings here: a color mask and a reset colors button.
With the color mask, you can restrict, which RGBA channels are affected by add-on tools. Every channel is on by default, which means colors are applied as usual. But imagine you left only the red channel on. In this case, only the red channel values will be modified, and values on other channels will not be affected. Why do we need this? Well, you can use different color channels to store different information that will be used later (for instance in shaders). As an example, your red channel might be a position gradient, your blue channel might be some kind of a mask, and so on.
A reset colors button just sets all vertex colors to black.
Contains all the tools the add-on has to offer. At the moment it has a Simple Fill, a Random Color Per Element, and a Color By Position tool.
It applies a selected color to the selected object(s) or selected parts of the mesh (points, edges, or faces). Also has four preset colors, you can assign them as your main color with a select button, or immediately apply them to the mesh with a quick apply button.
Applies a random color to the selected object(s). Doesn`t support applying colors to parts of the mesh!
There are several elements per which random colors will be generated:
The difference between points and vertices is that a point can share several vertices, but a vertex is the smallest unit and cannot be divided into something else.
Oh, and about islands. Islands usually occur, when you combine several meshes into one, by using Join (Ctrl + J) for example. Even though the result of Join is a single mesh, you still can split it by vertex connectivity and apply different colors per island. This might be useful when you have a complex object consisting of several independent parts and you want to quickly make an ID map for it.
Also, you can choose, how colors will be generated. There are two modes: RGB and Hue random.
RGB random colors are colors, where each component (red, green, and blue values) are independently generated numbers in a range from zero to one.
Hue random colors are generated by creating an HSV (hue, saturation, value) color representation first, randomizing the hue value, and then converting it back to RGB space. It produces more distinct results, which might be useful for ID maps for example.
Generates a linear gradient, based on vertex position along a selected direction. You can choose between generating a gradient in the object's local space (rotation affects the direction of the gradient) or in world space (object rotation doesn't affect the gradient direction).
This extension does not require special permissions.
This is an excellent plugin, particularly the gradient fill feature which is very user-friendly. It would be even better if it could include a Color Ramp-like functionality for color adjustment and custom gradients. However, it's already working wonderfully as is. I frequently use this feature when working on plant designs. Fantastic work, thank you for creating this.