Hi everyone, 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…
I can't reproduce this issue. In Max 2021 on three different spheres I set the vertex color to the geometry position using... 1. meshop.setMapVert 2. Unwrap Modifier MaxScript 3. Vertex Paint Modifier MaxScript Then exported to FBX with default options, and reimported into a new scene. Using meshop.getMapVert the values…
@poopipe That is a great idea ! I did what you said and... the results were kind of interesting. I appears that I was wrong in my way to debug vertex colors. The precision is lost at import in Blender and UE4. Also from Blender to 3dsMax. But it appears 3dsMax to 3dsMax is the only way to keep the vertex color at full…
You can try this for Vertex Colors. If not it should work for in a regular UV channel as suggested. Also, come on man! I spent an hour and half yesterday trying to repro your problem in Max. You didn't even mention Unreal. This would have been my first suggestion if you had.
Hi everyone, thanks a lot for your answers. @poopipe This seems really interesting! But when trying to pass all values to point4 it appears to no change anything at then end... I really thought this would fix the issue. Thanks anyway ! @monster and @coven Well I tried what you tried and... It seems to work perfectly.…
Yeah its what I did and its working great. Its just that I'm really surprised that you can't bake vertex color with good precision for game development.... it is veeery surprising. I could set the position range to the object bounds so the precision would be optimized but anyway, this is really bad issue. But not 3dsMax's…
Save an fbx in ascii format using the maxscript approach and another version using the datachannel modifier and compare the vertex color data (it'll be stored in a layer) using a text editor. There's more than one way to store the data in an fbx so its entirely conceivable its being represented in different ways. if you…