I am using a simple vertex color blend material to blend between two textures on the trunk of a speedtree I built.
The issue is that as soon as I begin painting custom vertex colors the speedtree wind stops working on the tree I am painting on. I have tried everything to get the wind to work again but to no avail. Additionally if I remove the custom painted vertex colors with the remove button the wind begins to work again.
Actually, Ryan’s comment in that post is valid and works.
Speedtree is very closed, but since I never used it due to it being very closed I dont know if they save the wind-information in vertex paint or a seperate uv-map.
you would need to export a fresh tree, open it in max/maya/whatever and see if the tree is vert-painted or has a special uv-channel that has the vertices in such an order that it works with the wind-module stuff.
if its a vertex color, just dont use that specific color, if its a uv-channel, make sure you dont touch that uv channel.
Perhaps I am missing something but I don’t see how Ryan’s approach answers this. That solution is for a gradient shader that uses the scale of the object to determine the gradient. That does not give a result that I want in my tree.
Further it does not matter what channel I paint with the vertex tool using any channel at all makes the wind stop working.
Additionally I know that the AO exported from speed tree uses the red channel of the vertex colors for the AO darkening. Even painting that causes the wind to break so I don’t think there is a way to “avoid” the vertex color as you suggest.