Skip to content

Bug(?): can't bake vertex lighting when using fast64 materials, vertex color attribute just becomes completely black #683

@TheRektafire

Description

@TheRektafire

So I'm using fast64 to make materials for use in pyrite64 (using blender 4.5.4) and I've ran into an issue regarding vertex lighting. I've made maps for n64 games in the past (specifically goldeneye 64 and mario kart 64) and generally the way I go about lighting them is like so:

  • set up all the textures, using basic default blender materials
  • apply vertex color attribute to mesh
  • set domain of color attribute to "vertex" and the color format to "byte color", those settings seemingly give the best results when baking, at least from my experience
  • set render engine to cycles
  • set bake type to "diffuse" and make sure "direct" and "indirect" are checked but not "color" since that seems to mix the color of the texture sampled at the vertex with the light color which usually results in bad or miscolored lighting
  • set target to "active color attribute"
  • select all meshes in the map
  • bake the lights

This method seems to work fine if I don't need to use fast64 materials but pyrite64 requires them so I'm stuck using them which is where the problem arises. No matter what settings I use I can't seem to get the vertex colors to bake properly. It seems like if the mesh has even a single fast64 material on it the entire mesh just gets black vertex colors. Is there some setting I need to change in the material itself in order for it to work? Or is it known that vertex color baking just doesn't work with fast64?

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions