{"id":5640,"date":"2023-04-19T10:37:08","date_gmt":"2023-04-19T09:37:08","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=5640"},"modified":"2023-09-07T15:49:06","modified_gmt":"2023-09-07T14:49:06","slug":"vertex-color-blending","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/vertex-color-blending\/","title":{"rendered":"Texture Blending using Vertex Colour (Simple)"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_83 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a00a608cf253\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a00a608cf253\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/vertex-color-blending\/#prerequisites\" >Prerequisites<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/vertex-color-blending\/#mix-material\" >Mix Material<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/vertex-color-blending\/#vertex-colour-painting\" >Vertex Colour Painting<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/vertex-color-blending\/#preview-vertex-colours\" >Preview Vertex Colours<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/vertex-color-blending\/#edge-orientation\" >Edge Orientation<\/a><\/li><\/ul><\/nav><\/div>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/k-wtDy2nYXM?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<p>An alternative approach to <a href=\"https:\/\/www.katsbits.com\/codex\/texture-blending\/\">Texture Blending using Masks<\/a> several materials, textures or images together is to use <b>vertex colour blending<\/b>. Here, different textures are associated with a specific vertex colour that can be painted over a mesh, wherever colour appears so too the corresponding material, texture or image, giving the appearance of blending, one image to another.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"prerequisites\"><\/span>Prerequisites<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Before using vertex colour based blending the object(s) to be affected should be appropriately <a href=\"https:\/\/www.katsbits.com\/codex\/uv-maps\/\">UV unwrapped<\/a> from within <b>UV Editing<\/b> workspace, and assigned a <a href=\"https:\/\/www.katsbits.com\/codex\/material-basics\/\">basic material<\/a> [2] in <b>Shading<\/b> workspace. An image [3] (<i>Texture Image<\/i> node with either linked or <i>Generated<\/i> image data) should be <a href=\"https:\/\/www.katsbits.com\/codex\/material-basics\/\">associated with the material<\/a> and <a href=\"https:\/\/www.katsbits.com\/codex\/uv-maps\/\">mapped across the objects surface<\/a> as would normally be done when texturing something. This is the initial material blending will mix with, and mapping used to display the result over the mesh.<\/p>\n<blockquote style=\"background-color: #ddecf3; color: #000;\"><p><b>Download<\/b>: <a href=\"https:\/\/www.katsbits.com\/files\/tutorials\/katsbits - vertex blend textures.zip\">Katsbits &#8211; Vertex Blend Textures<\/a> (c. 300KB | *.blend, *.tga).<\/p><\/blockquote>\n<blockquote><p><b>Design note<\/b>: vertex colour defines the mix between materials and their position relative to the mesh &#8211; wherever colour is painted textures will blend. How the effect then looks relies on the object being unwrapped and underlying image(s) properly mapped across its surfaces. In other words, blending can be done independently of UV mapping but the images involved may appear distorted or malformed if their UV mapping is similarly distorted or malformed.<\/p>\n<div style=\"background-color: #fc0; color: #000; width:98.5%; padding: 1.0em;\"><b>Important<\/b>: images will generally need to be the same <i>dimensionally<\/i> to avoid, for example, distortions cause by mapping a rectangle to a square UV &#8211; images can be of differing size, e.g. 512 x 512 blending with a 1024 x 1024, but not differing dimensions, e.g. 512 x 256 blending to a 256 x 1024.<\/div>\n<p>In addition, while UV maps define placement across a mesh, its structure or density play an equally important role in that colour can be painted to individual vertices more precise only so far as the mesh&#8217;s density or structure accommodates &#8211; the denser or more complex a mesh the better or more accurately colour can be painted, and subsequently, textures blended.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/mesh-density.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/mesh-density.jpg\" alt=\"Mesh density\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/mesh-density-blending.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/mesh-density-blending.jpg\" alt=\"Mesh density affects texture blending\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Mesh structure and\/or density affects how vertex colours distribute across a mesh once painted, and subsequently, how accurately textures blend and conform to the objects shape.<\/i>\n<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/uv-mapped.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/uv-mapped.jpg\" alt=\"Uv Maps\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>It&#8217;s best to <b>UV unwrap<\/b> and fully <b>UV map<\/b> [1] objects before using vertex colour blender so the effect can be properly understood relative to how it should appear on the mesh.<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/initial-material.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/initial-material.jpg\" alt=\"Material with image\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The initial material assigned to the object [2] should have an <b>Image Texture<\/b> node [3] associated with it linked to bitmap or Blender generated data.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"mix-material\"><\/span>Mix Material<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Once the basic material is in place the next step it to modify the node tree to add the second blending image that&#8217;s to be mixed with the first, and the means by which that is controlled. To do this, first drop in a new <b>Image Texture<\/b> [4] node &#8211; <b><i>Add \u00bb Texture \u00bb Image Texture<\/i><\/b> &#8211; and externally link to, or generate, an image (green diamond shown below). This will be the image used for blending. To this drop a <b>Mix Color<\/b> [5] node &#8211; <b><i>Add \u00bb Color \u00bb Mix Color<\/i><\/b> &#8211; and a <b>Color Attribute<\/b> [6] node &#8211; <b><i>Add \u00bb Input \u00bb Color Attribute<\/i><\/b>.<\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><b>Important<\/b>: as of Blender 3.2 the <b>Vertex Color<\/b> node is obsolete and has been replaced by the <b>Color Attribute<\/b> node.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-nodes.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-nodes.jpg\" alt=\"Blending Material Nodes\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To the Basic material an additional &#8216;blend&#8217; image [4] needs to be included alongside and <b>Mix Color<\/b> [5] and <b>Color Attribute<\/b> (formally Vertex Color) nodes.<\/i><\/p>\n<p>With the new nodes available they need to be linked together as follows; link <b>Color<\/b> output of the second <i>Image Texture<\/i> node to <b>B<\/b> input of <i>Mix Color<\/i> [7]. Then link <b>Color<\/b> output of <i>Color Attribute<\/i> to <b>Factor<\/b> input of <i>Mix Color<\/i> [8] &#8211; both the Image Texture and Color Attribute nodes should be linked to Mix Color;<\/p>\n<p>&#8211; Image Texture | Color \u00bb B | Mix Color<br \/>\n&#8211; Color Attribute | Color \u00bb Factor | Mix Color<\/p>\n<blockquote><p><b>Design note<\/b>: linking material nodes together can be done at any point but is performed here for sake of context and clarity.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-node-connections.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-node-connections.jpg\" alt=\"Linking blend nodes together\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The new nodes need to be linked together, Image Texture and Color Attribute connect to the <b>B<\/b> [7] and <b>Factor<\/b> [8] inputs of Mix Color respectively.<\/i><\/p>\n<p>The final step in setting up the material is to then link the original Image Texture node to the &#8216;blend&#8217; node group and connect that to Principled BSDF as the overall output of the collection. To do this connect the <b>Color<\/b> output of the original <i>Image Texture<\/i> to the <b>A<\/b> input of <i>Mix Color<\/i> [9], then connect its <b>Result<\/b> output to the <b>Base Color<\/b> input of <i>Principled BSDF<\/i> [10]. Although the nodes are now correctly connected the 3D Viewport will continue to display the original texture mapped to the object.<\/p>\n<blockquote><p><b>Design note<\/b>: disconnect the original Image Texture from Principled BSDF.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-node-tree.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-node-tree.jpg\" alt=\"Blend node tree\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-node-tree-large.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blend-node-tree-large.jpg\" alt=\"Blend node tree, full screen\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The blend material is incomplete until the original Image Texture node is linked to the <b>Mix Color<\/b> [9] node, which is in-turn, connected to <b>Principled BSDF<\/b> [10].<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"vertex-colour-painting\"><\/span>Vertex Colour Painting<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>At this point the materials node tree is set up but is not yet referencing any vertex colour data. For that, in the <b>3D Viewport<\/b> select the object to be painted and switch to <b>Vertex Paint<\/b> [11] mode &#8211; the mesh may change its appearance to be mapped with the &#8216;blend&#8217; material which confirms the material is referencing the correct vertex colour data block (accessible in <i>Object Data Properties \u00bb Color Attributes<\/i>). Set the vertex colour to be painted [12], typically black or white depending on material set up, and paint across the surface. Wherever the vertex colour is painted [13] the materials will blend [14]; <i>black<\/i> blends out Image A for image B, <i>white<\/i> blends out Image B with Image A, and <i>grey<\/i> blends both Image A and Image B together.<\/p>\n<blockquote><p><b>Design note<\/b>: at this point materials will blend as soon as vertex color is painted to the mesh so there is no specific need to reference the vertex colour&#8217;s data block within the Color Attribute node. This function can however, be used to force the use of particular vertex colour data blocks, which then ignores any others that might be present. To do this, make sure the object is selected in the 3D Viewport and while the material node tree is accessible in <b>Shading<\/b> workspace, switch the Properties panel to <b>Object Data Properties<\/b> [i]. Here, expand the <b>Color Attributes<\/b> subsection (formally <i>Vertex Colors<\/i>) and click the + button [ii]. The <b>Add Color Attribute<\/b> [iii] context pop-up will appear. Give the new datablock a <b>Name<\/b> to distinguish it from other blocks and, for vertex colour blending, ensure <b>Domain<\/b> is set to <b>Vertex<\/b>, and <b>Data Type<\/b> is set to <b>Color<\/b>. The <b>Color<\/b> sampler can be left black (default), or changed to the vertex colour that&#8217;s to be associated with the datablock &#8211; white then typically becomes the &#8216;opposite&#8217; colour that&#8217;s blended to\/with. Click <b>OK<\/b>. In the <b>Color Attribute<\/b> [iv] node set the (new) datablock as the group to reference.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/color-attribute.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/color-attribute.jpg\" alt=\"Setting Color Attribute\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Although not specifically needed for vertex colour blending to work, a <b>Color Attribute<\/b> can be set so the material references a particular vertex colour datablock. First create the block [i-iii], then set it as the reference in the <b>Color Attribute<\/b> [iv] material node.<\/i>\n<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/vertex-paint-mode.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/vertex-paint-mode.jpg\" alt=\"Vertex Paint mode\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Once the blend material is set up, in the 3V Viewport (or other appropriate view where vertex colours can be painted) switch to <b>Vertex Paint<\/b> [11] mode&#8230;<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/select-vertex-colour.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/select-vertex-colour.jpg\" alt=\"Select the vertex colour\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>&#8230; set or select the vertex colour to be painted [12] &#8211; for simple blending this will be black, white or shade of grey depending on the degree of mixing&#8230;<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blended-materials-vertex-colour.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/blended-materials-vertex-colour.jpg\" alt=\"Blended materials\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>&#8230; and paint over the mesh. Where the vertex colour (black) is painted Material A [13] appears, where the default colour (white) remains, Material B [14] appears.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"preview-vertex-colours\"><\/span>Preview Vertex Colours<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>To fully monitor the blending process, both material blending and vertex colour painting, the underlying material [15] will need to be modified to include another <b>Color Attribute<\/b> and <b>Mix Color<\/b> node group [16]. <\/p>\n<blockquote><p><b>Design note<\/b>: enabling the display of vertex colour may obscure underlying materials and\/or blending.<\/p><\/blockquote>\n<p>First decouple the initial group from Principled BSDF &#8211; click-drag the Mix Color&#8217;s Results output connector away from the Base Color input. Next, drop in another (or duplicate the existing) <b>Color Attribute<\/b> node &#8211; <i><b>Add \u00bb Input \u00bb Color Attribute<\/b><\/i>, and a <b>Mix Color<\/b> node &#8211; <b><i>Add \u00bb Color \u00bb Mix Color<\/i><\/b>. <\/p>\n<blockquote><p><b>Design note<\/b>: ordinarily vertex colours are only visible in <b>Solid<\/b> display mode when <b>Vertex Paint<\/b> mode is active.<\/p><\/blockquote>\n<p>With these new nodes; connect the <b>Color<\/b> output of <i>Color Attribute<\/i>to the <b>A<\/b> input of <i>Mix Color<\/i>; the <b>Results<\/b> output of this same node to <b>Base Color<\/b> input of <i>Principled BSDF<\/i>; and change the blend mode from <b>Mix<\/b> to <b>Multiply<\/b> [17]. This will display just the vertex colours. To then show any texture blending; connect the <b>Results<\/b> output of the first group&#8217;s <i>Mix Color<\/i> to the <b>B<\/b> input of the second group&#8217;s Mix Color and set this nodes Factor value to 1.000 [18]. Both texture blending and vertex colours will then display on the mesh.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/display-vertex-colours.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/display-vertex-colours.jpg\" alt=\"Display vertex colours\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To display vertex colours in Material Preview or Rendered modes a new sub-group [16] need to be added to the original [15] that includes another <b>Color Attribute<\/b> and <b>Mix Color<\/b> node. These are linked together, with the original passing through this new group&#8230;<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/display-vertex-colours-node-tree.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/display-vertex-colours-node-tree.jpg\" alt=\"Mix Color node settings\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>&#8230; which then has the &#8216;blend mode&#8217; changed from <b>Mix<\/b> to <b>Multiple<\/b> [17], and the <b>Factor<\/b> value set to <b>1.000<\/b> to show both material blend and vertex colour data.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"edge-orientation\"><\/span>Edge Orientation<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>As with anything to do with vertex painting it&#8217;s important to understand how edge orientation influences the way blended materials might be distributed across a surfaces due to the way colour, and subsequently blends, bleed along edges. In other words, the distribution of a blend will change depending on edge flow, a rotated diagonal edge for example, will re-orientate a blend, which in-turn may change the appearance or characteristics of the effect. This issue might be more noticeable using patterns than it might organic or noisy images.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/edge-flow.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/vertex-blending\/edge-flow.jpg\" alt=\"Edge flow\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Shown above vertex colour (black) highlights how blended materials might change based on the orientation of edges across the mesh.<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":6894,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,32,230],"tags":[957,958,844,664,734,635,956,908,907],"class_list":["post-5640","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-texturing","category-tutorials","tag-color-attribute","tag-mix-color","tag-texture-blending","tag-texture-space","tag-uv-mapping","tag-uv-unwrapping","tag-vertex-blending","tag-vertex-color","tag-vertex-paint"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/5640","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=5640"}],"version-history":[{"count":44,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/5640\/revisions"}],"predecessor-version":[{"id":7009,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/5640\/revisions\/7009"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/6894"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=5640"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=5640"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=5640"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}