logo80lv
Articlesclick_arrow
Talentsclick_arrow
Events
Workshops
Aboutclick_arrow
profile_login
Log in
0
Save
Copy Link
Share

Breakdown: Vertex Color to ID Masks UE5 Plugin

Ihor Fridman shared a tutorial that can solve the problem of having only four channels by implementing vertex color ID masks nodes, which gives you 9 individual scalar masks from a single vertex color layer.

Introduction

Hey Unreal Engine Community! I'm back with a small but useful addition to your UE5 workflow that solved a real production problem for us. The Story: I was working on a game where I needed to break down parts of a building into vertex-painted material zones.

You know what? Four RGBA channels weren't enough. I sat down and thought: Why stop at 4? So I figured out a way to extract 9 color ID masks from a single vertex color layer. I can identify 6 distinct pure colors and split Alfa channel to 3 ID Masks, and finally, you have 9 individual masks to work with. No extra memory. No additional UV channels. Just smart use of what's already there.

The Problem Every Material Artist Knows: You're working on a complex asset in Unreal Engine. Maybe it's a character that needs distinct materials for skin, fabric, leather, and metal. Or an environment prop with multiple surface treatments. You reach for vertex colors to drive your material blending, and then it hits you: you only get 4 channels. RGBA gives you 4. That's it. For anything more complex, you're forced into workarounds.

The Solution: Vertex Color ID Masks Nodes gives you 9 individual scalar masks from a single vertex color layer. Paint with pure color IDs: Red, Green, Blue, Cyan, Yellow, Magenta, Black Alfa, Grey Alfa, White Alfa, and extract 9 clean masks that drive your material layers

Performance? Only -15 shader instructions for all 6 Color masks and 3 alpha split combined to 9 masks. Compare that to 80+ for traditional color-distance methods.

How It Works 

1. Paint Your Mesh

Use Unreal's vertex paint tool with these exact pure colors:

  • Red: RGB(255, 0, 0)
  • Green: RGB(0, 255, 0)
  • Blue: RGB(0, 0, 255)
  • Cyan: RGB(0, 255, 255)
  • Yellow: RGB(255, 255, 0)
  • Magenta: RGB(255, 0, 255)
  • Alfa: (0)
  • Alfa: (0.5)
  • Alfa: (1)
  • Regular Alfa by Engine saved

2. Add the Node

In Material Editor: "Vertex Color ID to Masks". One optional input, 9 ID mask outputs.

3. Connect Your Layers

Each output is a clean mask. Use with Lerp, Multiply, or any material operation.

4. Iterate

Real-time preview. No baking. No preprocessing.

Production Use Cases

Modular Environment Props:

  • Different brick/stone types on the same structure
  • Wood vs. metal vs. painted surfaces
  • Weathering based on exposure patterns
  • Decorative trim and architectural details
  • Damage, graffiti, and story elements
  • Emissive zones (windows, signs, neon)

Vehicle Customization.

Natural environmental variation:

  • Fresh growth vs. mature sections
  • Seasonal color transitions
  • Frost/snow accumulation zones
  • Disease or decay areas
  • Flowering regions with emission
  • Wind-damaged sections

 Architectural Detailing

  • Mixed masonry materials
  • Window frames, glass, details
  • Weathering by exposure
  • Decorative elements
  • Repair patches through time

Technical Performance

Shader Instructions: -15 total for all 9 color masks

Comparison: 100+ instructions for color-distance methods

Memory: Minimal (single node overhead)

Platforms: Desktop, Mobile, Console, VR

Artist-Friendly. Paint in Modeling Mode. Get masks in the Material Editor. That's it. No complex setup or hidden requirements.

Production-Proven Project Hamilton. Used for months at Voyager Moon Studios on: Large environment art (hundreds of props)

Material Functions:

  • Create reusable material layer libraries
  • Build base materials with the ID Masks node
  • Use Material Instances for quick iteration
  • Share setups across the entire project

Quick Start

Your First Material:

  • Create new Material
  • Add "Vertex Color ID to Masks" node
  • Paint mesh with pure colors
  • Connect outputs to Lerp nodes
  • See results in real-time

Technical Specs

Engine: Unreal Engine 5.0+

Type: C++ Material Expression

Editor Platforms: Win64, Mac, Linux

Target Platforms: All (Desktop, Mobile, Console, VR)

Shader Models: SM5, SM6

Dependencies: None

License: For an individual, for studios & commercial use

FAQ

Q: Compatible with existing materials?

A: Yes! Add the node, connect outputs. Works with everything.

Q: Mobile performance/PC?

A: Designed for mobile. -15 instructions make it perfect for optimization.

Q: Works with Nanite?

A: Yes! Paint variation on high-poly Nanite meshes.

Q: Need C++ knowledge?

A: No. Install the plugin, use it in the Material Editor. Done.

Vertex Color ID Masks. Because your materials deserve more than 4 channels.

Ready to grow your game’s revenue?
Talk to us

Comments

0

arrow
Type your comment here
Leave Comment
Ready to grow your game’s revenue?
Talk to us

We need your consent

We use cookies on this website to make your browsing experience better. By using the site you agree to our use of cookies.Learn more