I'm testing this new app Called Nomad Sculpt from Stephane Ginier , the guy behind sculptGL
And it can export in Gltf (.glb) format
what is quite nice is that in the app you can paint color of course but also roughness and metallic
stored on the geometry
their is also an option to export those data in the gltf
and in houdini they are their as some integer from 0 to 255 , so just dividing those by 255 give some
value i can then use in Redshift or in Mantra
But what is weird is that the color import well in .obj
but come up in a weird form in .glb (stored as 3int and Value goes up to 16777215)
After some email with the develloper he suggested me to divide by 16777215
but this is what it gave (on the right the colos from .obj model)
the develloper suggested that maybe those are packed …
and wrote :
packed = 11387939
red = packed & 0x0000FF
green = (packed & 0x00FF00) / (1<<8)
blue = (packed & 0xFF0000) / (1<<16)
but i'm not sure i could do this in vex…
I wonder if someone can orient me ? and also if it's some gltf limitations…
And by the way the colors display well in Windows 3D viewer as in https://gltf-viewer.donmccurdy.com/ [gltf-viewer.donmccurdy.com]
Thanks
Benjamin