YL VertexColForge makes Color Attribute channel editing simple: preview, paint, fill, select, adjust, pack, and transfer RGB / R / G / B / A channels directly inside Blender.
View full RGB in the viewport, or preview any single channel as grayscale: R, G, B, or A. Single-channel preview is powered by Geometry Nodes and is non-destructive. (Before exporting, switch back to RGB preview or disable single-channel preview to avoid exporting the temporary preview modifier.)
The preview channel stays in sync with the write channel: switch to R to view and edit R, switch to A to view and edit A. Fill, brush, gradient, random, and conversion tools all write to the current target channel without affecting the others.
You can write to the current channel directly in Object Mode or Edit Mode, without switching to Vertex Paint Mode. Both fill and brush support selection limits, so only the needed area is modified.
The channel brush can paint a single channel directly, including the A channel, which is often cumbersome in the standard vertex painting workflow. With single-channel preview, you can view the Alpha grayscale result while painting the A channel in real time, without affecting the other channels.
Click on the model surface to sample the current channel color, then drag the mouse to adjust tolerance in real time and release to complete the selection. The process is direct and fast.
The selection logic follows the current channel: select by R value in the R channel, or by Alpha value in the A channel, avoiding interference from mixed RGB comparisons.
Use ColorRamp to control color and transition, and drag in the 3D View to generate linear gradients, radial gradients, or directional Light Masks. Real-time preview is supported, and the result can be written to RGB or any single channel.
Great for lighting masks, directional masks, gradient weights, or stylized vertex color transitions on characters, environments, and props.
Channel Operations provides Blend, Swap, and Mirror modes for organizing and packing data across R / G / B / A channels.
Blend supports Replace, Multiply, Add, Subtract, and Overlay modes with adjustable strength. Mirror can copy the active channel across the local X, Y, or Z axis with configurable direction and tolerance.
Suitable for packing masks for game engines, material systems, and texture conversion workflows.
Adjust the active channel with Levels, HSV, or Blur while previewing the result in real time.
Invert and Normalize are also available as quick channel operations. Large meshes use deferred preview updates to keep parameter adjustments responsive.
Writes random values into the current RGB / R / G / B / A channel, with support for grouping by Connected Mesh, UV Island, Material, Sharp Edge, and Angle Island.
Useful for quickly generating regional variation, material IDs, mask noise, stylized color changes, or data for later material randomization.
Convert data bidirectionally between images, vertex group weights, and two different objects
Transfer the active channel between the current mesh and another mesh using matching topology or nearest-surface sampling, with an optional maximum distance. (New in v1.2.0)
YL VertexColForge.N to open the sidebar.YL VertexColForge panel and start editing after enabling channel preview.GPL-3.0-or-later.This extension does not require special permissions.
Hi, great add-on, may be with some issues (see github repport). Thanks