So, I've been trying to export vertex colors on my mesh using FBX into UDK, so I can use a vertex color node in the material editor to effectively paint bricks different colors on my mesh. It
was working for a bit, I think it stopped working when I hooked up my cubemap reflections, but I can't seem to get it working again no matter what I try.
It seems like there shouldn't be any problem, in max it paints just fine, even though all the vertices are welded, there are UV seams on every brick (it's really one brick pulling from the same texture information), so there should be separate UV's to be painted individually, correct? Like I said, it looks fine in max, but now doesn't work in UDK. The UDK vertex painting works fine, but that doesn't allow me to paint brick-by-brick, and I just get a blurry mess.
Any ideas? Thanks!
![v_problem_01.jpg](http://dl.dropbox.com/u/7005979/sketchbook_pages/trash/v_problem_01.jpg)
![v_problem_02.jpg](http://dl.dropbox.com/u/7005979/sketchbook_pages/trash/v_problem_02.jpg)
![v_problem_03.jpg](http://dl.dropbox.com/u/7005979/sketchbook_pages/trash/v_problem_03.jpg)
![v_problem_04.jpg](http://dl.dropbox.com/u/7005979/sketchbook_pages/trash/v_problem_04.jpg)
Replies
that's what's interfering with the vertex colours.
Either Mutiply/Add your Reflection to whatever is entering your Transform, or subtract reflection by itself and again, Multiply/Add to whatever is going into Transform.
The solution Vailias posted up in that thread is the pure math version, so if you're not doing anything fancy with Transform node, you might as well cut it out and use the pure math version.