Closed weirdrubikscube closed 6 years ago
Strange! Can you attach a .tilt file and/or .fbx to the issue?
here's the export files: https://www.dropbox.com/sh/tcegwod7mikh0ri/AACX0MUiiK0vYCRf7tRAWWKCa?dl=0 and the poly link to the TB https://poly.google.com/view/1M4F-rK8FUy (I can send the TB files tomorrow if you need me to)
I did try re-coloring the brushes and exporting again. same issue but different result.
now I'm thinking that maybe it doesn't translate well the colors that are almost transparent, on the color picker in TB they are are close to black, so maybe that's why they translate in grey instead of a transparent blue? the blues brushes in Unity might have been more bright.
Hi; just getting to this -- the dropbox link has gone stale, but I should be able to use the Poly link.
Found the issue. Unfortunately, it's subtle and not fixable without a change to the way we export fbx. In a nutshell, the fbx contains color values in linear rather than srgb space. This is a bit nicer for people who use Maya, but less nice for people who use Unity (which does not have the precision to handle very small values). You're correct that it's an issue with very dim additive strokes like you have here.
We will consider changing this design decision for future versions of tilt brush, since most users of fbx are with TBT rather than Maya or other DCC tools. In the meantime, a workaround is for you to share to Poly and import with the Poly Toolkit, rather than export to fbx and import with Tilt Brush Toolkit. Poly Toolkit has the advantage of having a nicer, more user-friendly interface.
interesting! yesterday I went and recovered all my brush brighter before exporting again, but I'll try the Poly toolkit!
thanks !
On 18 January 2018 at 12:04:26, Paul Du Bois (notifications@github.com) wrote:
Found the issue. Unfortunately, it's subtle and not fixable without a change to the way we export fbx. In a nutshell, the fbx contains color values in linear rather than srgb space. This is a bit nicer for people who use Maya, but less nice for people who use Unity (which does not have the precision to handle very small values). You're correct that it's an issue with very dim additive strokes like you have here.
We will consider changing this design decision for future versions of tilt brush, since most users of fbx are with TBT rather than Maya or other DCC tools. In the meantime, a workaround is for you to share to Poly and import with the Poly Toolkit, rather than export to fbx and import with Tilt Brush Toolkit. Poly Toolkit has the advantage of having a nicer, more user-friendly interface.
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/googlevr/tilt-brush-toolkit/issues/11#issuecomment-358523320, or mute the thread https://github.com/notifications/unsubscribe-auth/AGGFeGgJ3PF2lw6DQqrAKXu0QJwCHub2ks5tLrS5gaJpZM4RdI_L .
Sounds like you're set, so I'm going to close this issue. Let us know if you need anything else.
so I'm having this issue with the Light and Wavelength brushes. within a group, only some strokes will import with the correct color used in TB, the others in the same group won't have any color at all.
I'm a noob a Unity, but I really don't understand how that happens, and I can't manage to fix the colors myself in the Inspector for instance. I tried to tinker with the shader but I'm failing badly.
is there a quick way to assign a tint to the brushes that lose their colors during the import?
or perhaps you are working on fix already for this import bug?
great SDK by the way!