π¬ OVERVIEW VIDEO β Watch the showcase
π DOCUMENTATION β Read the docs for installation, noise configuration, and workflow examples.
π¬ DISCORD β Join for support, questions, feature requests and feedback.
APVPainter is a high-performance procedural vertex color generation plugin for Unreal Engine, designed to create natural variation, weathering effects, and ambient occlusion directly in vertex colors β without requiring external textures or manual painting.
It focuses on noise-based procedural generation with triplanar projection and ray-traced ambient occlusion β delivering fast, automatic vertex color painting with independent per-channel control for complex material setups. Perfect for environment art, prop creation, procedural workflows, or any project requiring automated vertex color generationβwhere surface variation should feel natural, consistent, and data-driven.
Core APVPainter features:
PROCEDURAL NOISE GENERATION:
Five noise algorithms β Perlin, Simplex, Worley (Cellular), Voronoi, and White Noise
Fractal layering with octaves (1-8) β combine noise layers for rich, detailed patterns
Lacunarity & Persistence control β fine-tune frequency and amplitude per octave
Scale & World Scale parameters β match real-world dimensions and pattern density
Intensity & Offset per channel β precise output control for each color component
INDEPENDENT CHANNEL CONTROL (R, G, B, A):
Per-channel noise configuration β different noise type, scale, and settings for each channel
Multi-purpose material data β store roughness, metallic, AO, and detail masks in separate channels
Enable/disable channels individually β paint only the channels you need
Custom output mapping β intensity and offset for precise value ranges
TRIPLANAR PROJECTION:
UV-free painting β works on any mesh, even without proper UV unwrapping
Three-axis projection β eliminates stretching on complex geometry
Blend sharpness control (1-32) β adjust transition smoothness between projection planes
World/Local space modes β consistent patterns across meshes or unique per-mesh variation
AMBIENT OCCLUSION:
Ray-traced contact shadows β hemisphere sampling for accurate vertex-based AO
Configurable sample count (4-64) β balance quality vs processing time
Distance control (0.1-1000) β adjust occlusion radius to match mesh scale
Intensity multiplier (0-2) β fine-tune shadow strength
Invert option β reverse occlusion values for special effects
Flexible Workflow:
Editor Window β visual interface with real-time mesh selection
One-click application β instant vertex color generation
Clear & Refresh buttons β reset colors or reload mesh
Undo/Redo support β iterative painting workflow
Per-mesh configuration β customize settings for each asset
Performance & Optimization:
Fast processing β optimized C++ implementation with multi-threading
Scalable quality β adjust octaves and AO samples for performance
Editor-only tool β baked vertex colors at edit time, zero runtime cost
Memory efficient β processes LOD0 only, minimal memory overhead
For detailed information about the APVPainter please read the Documentation
Don't hesitate to write a comment under the product's forum thread or to contact us via email for any questions.
= Sample scenes from the screenshots are not included =