I'm currently encountering a big issue here, and everything makes me think that this is a big issue from 3ds Max.
Here is the problem:
I'm baking some pivot positions into vertex color using MAXScript. I use standard methods sush as "SetVertexColor" or "meshop.setMapVert" on channel 0, which is the vertex color. The precision here seems to be a nice float32 if I set it, and the same if I get it.
BUT when I export my fbx (2019), my vertex color seem to be shrinked into a int8 and then into a float8, meaning my I will only have values between 0 and 255 without floating points. When debugging vertex (color.z * 255.0), it gives me 127.0002 of 135.0001, that kind of stuff. If I make a comparison with the value I get using maxscript it gives me like 126.4856, stuff with precision.
So max is loosing quality when exporting vertex color ?
No, it's not that simple. Because if you leave MAXScript behind and use only the data channel modifier and you just bake vertex position into vertex color and then export.... All the precision is here !
So what the hell Max is doing with the vertex colors ?? Why is it not happening using the data channel modifier ?
Do people know that their vertex color is slaughtered at export ?
(don't tell me to switch to Blender, I already did it years ago but the environment artists are working on max....)
If you have any information please share it, this seems to be a huge problem and I can't believe no one has ever experienced such problems.
Thanks a lot