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PostPosted: Thu Feb 03, 2011 4:18 pm 
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In order for this to be 100% effective for my needs I must be able to lay out UV coordinates on the geometry created with MSMSurf or CoarseMolSurf, export that geometry as an obj or fbx, and then be able to bake or apply the colors from any Color Scheme to those UV coordinates as a texture map.

Is this possible? I have tried everything I can think of presently and have had no success.

Great plug-in.

- Ken


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PostPosted: Thu Feb 03, 2011 7:06 pm 
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Hi Ken,

thanks for the comments.
Which software did you use ? I know that C4D have some ways to bake to Texture. Maya and blender may have a similar baking system I am not sure.

We are currently thinking of a way to doing this vertex color to UV texture, but thats not trivial and will required some development time...

If we are interested we can show you how to do the baking in c4d.

Ludovic


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PostPosted: Thu Feb 03, 2011 7:19 pm 
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Hi Ludovic,

Thanks so much for the prompt reply. I am working on some of this with Graham, so he may be able to provide some insights to assist.

I am using Maya 2011. Maya does have a vertex and texture baking function. I would like to be able to lay out the UVs and then bake them to texture versus vertex baking. With the texture map I will be able to use the maps in Unity for real-time visualization.

Graham also mentioned a fancy slider for the surface mesh resolution that may be added eventually... This would be a wonderful addition to have.

If you have both of these functions working for C4D I could look into getting a copy of that - but only if it looks like Maya 2011 won't be an option for quite a while.

If there is anything I can provide to you my end to assist please let me know and I will do so asap.

Thanks again,
Ken


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PostPosted: Fri Feb 04, 2011 1:10 am 
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Hi,

I will made some test for maya later today. By the way did you try to use the mental ray vertex color rendering..maybe this can solve the problem. See for instance :
http://download.autodesk.com/us/maya/20 ... =d0e514889
About unity, I think you could use the COLLADA format. I used blender+epmv to export collada file and import them in PAPERVISION3D. But you will get a material per face system.


Ok I will check what can be done in maya.

Ludovic


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