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VertexColor: Convert Float to RGB #2273
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Hello, Here are the exported VC data on glTF, with the following setup: ==> Alpha are exported correctly. glTF exporter does not manage float socket to RGB socket. So I don't think there is any bug here. |
Hi, thank you for explanation Though the enhancement would be immensely appreciated |
Okay, tested it in 4.2, it exports alpha if the alpha channel is connected, it is broken in 4.1 for future reference Thanks very much for help EDIT: Oh, sorry, I misunderstood the enhancement thing,thought meant that if float was detected like, in vertex value then it would be used. My actual need for application is to actually have the alpha channel as such (since using it for vertex colour masking for texture blending) |
Might need a little further elaboration, since did a bit more testing, and Alpha vertex seems to only get exported if it's plugged directly into the alpha port, if there's even just a multiply it fails to be exported, so it still seems bugged. |
This setup exports the alpha channel: The multiply node is ignored. There is no multiply Vertex Color Factor in glTF specification. We can't handle hundred of nodes and thousand of node links/combination, as we need to navigate in node programmatically, as there is no bake available in Blender node tree. |
I apologise for wording that poorly To clarify |
For extra testing, I've tested a lot of operation nodes |
SO.. how do you have a Base Color texture and Vertex Color if you have to have the vertex color connected to base color? |
See the documentation : https://docs.blender.org/manual/en/4.2/addons/import_export/scene_gltf2.html#data-mesh-vertex-color
For example, with base color factor + texture + Vertex Color |
Ty.. This is how Aspose3D sets up its vertex color export for export. Blender creates the rest.
In SparpGLTF the only thing I can do is add it to the vertex like this. The vertex colors are not added in blender.
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If you think something is wrong on Blender side, please create a new ticket with your test file |
No.. Blender is awesome. This is a issue with SharpGLFT and I can't get any help from them. |
Describe the bug
When exporting, no matter the settings, alpha channel for vertex paint/color attribute is exported as blank
To Reproduce
Steps to reproduce the behavior:
Visualise color attribute alpha with a shader
Erase alpha on the default blender cube
Export as glb/glTF
Import the exported file
Now it will have no vertex alpha, but other colors will be preserved
Expected behavior
On importing, vertex alpha should be the same
.blend file/ .gltf (mandatory)
attached a file with a cube with visualised vertex color
exporting it results in a completely blank cube
Version
Additional context
Add any other context about the problem here.
vertexAlphaCube.zip
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