Disabling "Replace Vertex Color" causes the vertex color to not be imported. "Remove Degenerates" causes errors with the vertex normals. But thanks anyhow. I guess I'll just use LoTekK's pow .45454 in the material.
Anyone know why vertex color imported via FBX from 3ds Max is super weak in UDK? Even if I plug it directly into Emissive, it's very weak, like pastel colors.
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?
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…
I'll try the UDK meshpaint tool, good idea. 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
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…