I have an object with 4 color sets. I delete all the history.
I put a polyColorMod node on two of em, and then blend 1 pair together into a new color set, and blend the other pair into a 6th color set. I then take the two blended sets, and blend them together, so my original 4 are condensed into 1 (7 colorsets total).
so i have something like this:
colorSet 1a - grayscale mask
colorSet 1b - color
polyColorMod on colorSet 1b
colorSet 2a - grayscale mask
colorSet 2b - color
polyColorMod on colorSet 2b
blendColorSet on colorSet 1a x colorSet 1b > blendedColorSet1
blendColorSet on colorSet 2a x colorSet 2b > blendedColorSet2
blendColorSet on blendedColorSet1 + blendedColorSet2 > blendedColorSet3
and my history looks sorta like:
intermediateShape > polyColorMod1 > polyColorMod2 > blendColorSet1 > blendColorSet2 > blendColorSet3 > polyShape > shadingGroup[1-n]
now, if I were to make any changes to any of the color sets, they would start showing up after my elaborate setup as polyColorPerVertex nodes - i don't want any new history so i make tweaks to the vertex color sets on the intermediateShape. This works really great, however, I have some stumbling blocks.
One, when I try to alter the shape of the geometry, merge verts or split faces, I want to do this on the intermediate shape. But if the number of faces changes then the shading groups get out of whack downstream. So i tried assigning my shaders on the intermediateShape and removing the shaders from the destination shape, but then I lose the display of vertex colors mixed with the shaders.
So long story short, how I can create a simple history graph that allows for normal modeling operations (shader assignment, face splitting, vertex welding, UV tweaking, etc.) and send that into an elaborate system of nodes to operate on the vertex color sets?
Any help appreciated, thanks.