Well, I tried to write a VB-program that bakes the vertex-colors onto the texture map according to the UV-coordinates. Problem is, Radiosity alters the mesh in a way that I can’t use anymore. It removes the UV-coords AND alters the mesh itself. Therefore I cannot export the UVs from the mesh before using Radiosity and export the colors afterwards. Is there a way to prevent Radiosity from either adding vertices/faces or removing the UVs?
I don’t think there is, but if you store the coordinates of the vertex along with their UV coordinates before the radiosity calculation, there’s probably a way to reapply the UVs to the new faces (and intrapolating when the faces are subdivided).
sorry I can’t be of more help…
Martin
You cannot prevent the radiosity calculation to add vertices because it splits elements where the energy gradient is too high.
On the other hand if you can hack VB (Visual Basic :o ?) then you can compare on a one to one basys the old mesh vertices and the new mesh vertices and find a correspondance,
Then you can find the UV mapping of the newly created vertices of the radiosity mesh
Then you can write a new UV map for this new mesh
maybe
Stefano