hmmm...try and reimport manually (by importing the same name over itself) and choose the 'reimport vert colors'. Maybe it's stuck with old colors.
Also, is this in the mat editor or in the game viewport. In the game viewport, be sure to check it in unlit, or else you may be getting the scene lighting stacked ontop of your vert colors (unless your material is unlit, of course)
That's definitely gamma. If you do a levels on either side and put the midpoint at 2.2 (left side) or 1/2.2 (right), you get identical colors. Not sure why the vertex colors are being gamma corrected, though, or where to tell max not to do so. Worst comes to worst you could do a gamma correct in the material setup (pow 0.45454).
As far as I know, everything is being GC'ed in UDK when it comes to color.
Did you try and run a comparison between UDK's vertex paint tool and what colors it gives you?
You could take your vertex color in your material, multiply it by a bigger number then 1 (and power it as Lotek said) and clamp it before feeding it into the final setup?
I'm not sure if anything I'm saying will help.
EDIT: Oh wait, when importing it, what are the option you have ticked?
I tried it with Blender and everything works as expected. Clearly 3DS uses sRGB color space instead of linear. Instead of trying to correct it in the shader (wasteful) instead see if you can configure 3DS to use linear color values instead. If 3DS can't do that, then simply take into account the difference between sRGB and linear when choosing colors in 3DS.
this literally blew my mind. so is there a way to create a more diverse amount of vertex colors? I find that blending even with two textures it immediately goes to the middle value.
It would be really nice to be able to control vertex colors interdependently wouldnt it?
Replies
Also, is this in the mat editor or in the game viewport. In the game viewport, be sure to check it in unlit, or else you may be getting the scene lighting stacked ontop of your vert colors (unless your material is unlit, of course)
Did you try and run a comparison between UDK's vertex paint tool and what colors it gives you?
You could take your vertex color in your material, multiply it by a bigger number then 1 (and power it as Lotek said) and clamp it before feeding it into the final setup?
I'm not sure if anything I'm saying will help.
EDIT: Oh wait, when importing it, what are the option you have ticked?
I can put a fix in the material, but I'd rather understand why I'm getting the result.
Import Type: Static Mesh
Override Full Name = on
Preserve Smoothing Groups = on
Replace Vertex Colors = on
Create Groups Automatically = on
"Remove Degenerates" causes errors with the vertex normals.
But thanks anyhow. I guess I'll just use LoTekK's pow .45454 in the material.
It would be really nice to be able to control vertex colors interdependently wouldnt it?
Is there anyway to avoid such a large "orange and yellow" area?