[FIXED] Vertex colour problem

kojack

28-02-2006 05:45:05

One of the artists I work with made a test scene for me to try in oFusion. It was a vertex baked radiosity scene with light emitting meshes.



The top panel is Max 8's render. The bottom left is oFusion. The bottom right is Max's preview.

He was happy with the result, as was I. :)

Great work guys!

But there was a problem when I loaded it into ogre. In directx9 the rgb components of the vertices were reversed, the scene was cyan instead of yellow.

Lioric

01-03-2006 16:20:47

That is a great screenshot, maybe we should start a new "User's screenshots" page on the site with images like that

It was until recently that Ogre has support for unified color vexterx data on all render systems, before 1.0.7 the color vertex ordering was render system dependant

A fix will be provided on the next hours so you can select the color ordering on the export dialog

Lioric

06-03-2006 15:53:35

Fixed on the new update, you can select the color packing mode at the export dialog

Reverse

25-01-2008 08:28:28

Hello,

I'm trying to do exactly the same thing but I can get it working in the oFusion viewport.

I choose Radiosity in the advanced lighting section of the Render menu, I press start and then it's baked in my scene, I can see that, and if I do a render it's same (but really nice :)). But in the oFusion viewport I don't have the radiosity information and the objects are lighted as usual.

Is there anything more to do to make it work ? Does the radiosity actually paint the vertices of the scene ? Or is there any option to make it use the vertex colors ?
In the Object menu of oFusion, the box Do not use vertex colors .. remains unchecked, so I can't see what's wrong.

Thank you for any tips!

Evak

25-01-2008 16:49:21

I havent tried since around max 6, back then the radiosity vertex colors were just a preview feature and not something you could actually export with your mesh. I think there may have been either a script or plugin at scriptspot.com or maxplugins.de that let you bake the radiosity data into the meshes.

kojack

26-01-2008 05:11:06

I'm not even sure how it was done (my Max experience is barely above making cubes, no idea how to do radiosity vertex baking), the artist made the scene for me, I just loaded it.
However I watched him as he made it, and it did bake the radiosity in to vertex colours and no scripts or plugins were used, just standard Max (version 7 I think).

Lioric

26-01-2008 17:10:07

If you want to display vertex colors you need to disable lighting in the objects material

If you are using an oFusion Material, set this option is the pass

If you are using any other material, enable the vertex color display in the object properties (in max, right click with the object selected and select properties, then display vertex colors), and update the object in the preview viewport

Its better to bake the lighting to a texture and not to the vertex colors, that way you can have any resolution you need for the texture light and mantain your geometry polygon count

Reverse

29-01-2008 22:09:12

Thank you all !
Finally I did generate some lightmaps for my game. I wanted to bake radiosity in vertex colors because the UVs of my map's objects were so crappy and I didn't have the time to re-do all of them, because of the date of my game's final defense at school (and the auto UV of 3dsmax is very bad).

Anyway thank you. I'll post some screenshots and a video very soon in our project's thread here : http://www.ogre3d.org/phpBB2/viewtopic.php?t=30845