Vertex Colors
Learn how vertex colors affect lighting, wind, sweat and emissive clothing
Introduction
Vertex Colors are important for clothing because ped materials can use them for lighting, sweat, wind and other effects. Most Freemode clothing references use two vertex color attributes.
Current Sollumz versions name these attributes Color 1 and Color 2. Older tutorials and tools may describe the same two channels as colour0 and colour1. You can find them in the Color Attributes panel in Object Data Properties. For an ordinary Freemode ped material, Color 1 is commonly orange and Color 2 is commonly black with zero alpha. Special materials and intentional wind, sweat or emissive behavior may need different values.

There are two ways to see these colors on the model. The first is to switch to Vertex Paint mode. The second is to open the Viewport Shading settings and set Color to Attribute while using solid shading.

Once you are previewing the colors, selecting Color 1 or Color 2 from the Color Attributes panel will switch your active view between them.
Painting new vertex colors
For an ordinary Freemode clothing material, orange #FF8000 for Color 1 and black #000000 with zero alpha for Color 2 are good starting values. If you are matching an existing special material, copy its attributes instead. The following steps add the normal starting preset to a model.
In the Color Attributes panel, click the + button.

Sollumz's Missing color attributes used by Sollumz shaders warning is useful, but do not use Add Missing for this clothing workflow. When an attribute is absent, the button creates it with the required name and format, but it does not assign the appropriate clothing color. Add each attribute with the + button and set its color manually.
Set Name to Color 1, Domain to Face Corner, and Data Type to Byte Color. Then click the Color box.

Enter FF8000 in the Hex field and leave Alpha at 1.000. The color should turn orange. Then click Add. When creating attributes manually, use the values from a comparable working item if its alpha differs from this basic preset.

Add Color 2
Click the + button again to add the second color attribute.
Set Name to Color 2, Domain to Face Corner, and Data Type to Byte Color. Then click the Color box.

Enter 000000 in the Hex field and set Alpha to 0.000 for this ordinary no-sweat/no-wind preset. Then click Add. Intentional sweat and wind effects are more advanced and should be copied from a working reference that uses the same ped material.

The normal starting preset is now complete. See the Sollumz Basic Clothes Editing FAQ for visual examples and common vertex-color symptoms.
Emissive Clothing
If you are using a working ped emissive material, the glowing areas commonly use pink #FFBAFF in Color 1 instead of orange. Keep Color 2 black with zero alpha unless a comparable working reference intentionally uses wind or sweat. The vertex color does not turn a normal material into an emissive one by itself; the material and shader must also support the effect.
If every face on a new mesh should use the ped emissive color, click the + button and create Color 1 with Face Corner as the domain and Byte Color as the data type. Then click the Color box.

Enter FFBAFF in the Hex field, leave Alpha at 1.000, and click Add.

If the mesh already has Color 1, do not create a second attribute. Select the existing attribute and use Vertex Paint to apply pink only where needed.
Only paint the parts you want to glow in-game pink. Select those faces or face corners, paint their Color 1 values pink, and leave the rest of the mesh on the normal orange/black setup. Separating the glowing area into another mesh is optional and only needed when the material or hierarchy requires it.
Here is a cube painted as an example.

In this example, the pink portions were separated for convenience. The material and Color 1 values control the effect, not the separation itself.

The rest stays orange.

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