TLDR, is it possible to color correct vertex colors when they are transferred between two meshes? I'm using transferAttributes to pass vertex colors. Is there any way to insert a remapColor node somewhere in the chain for example?
I was hoping I could find an output from the mesh that I could connect into a remapColor or remapHSV node, but the vertex color attribute won't connect, its data type is "TDataCompound", I have no idea what that is.
Long version:
This is for character animation in viewport that uses vertex colors to drive facial wrinkle maps. I'm using fStretch, a maya plugin for character animation wrinkle maps. It computes the compression or stretching of a character head model during animation, assigns that to vertex colors, and those colors are used as a mask to drive wrinkle maps.
In viewport, I can see the results in realtime using a directX shader called ArkSkinShader. But the way this shader responds to vertex colors is different to the way my final render shaders respond. It's a bit long to get into here. But essentially I would like to take the vertex colors produced by fStretch, and remap them a certain way before passing them onto the mesh that has this DX shader applied to it. I could do what I need with a remap node, whether remapColor, remapHSV or even remapValue (it's a greyscale ramp). If I could just figure out how to hook it up, and if it wasn't a huge performance hit.
Any help greatly appreciated!