VRML from OpenDX is typically special, though, in that all of the color comes from a colormap applied to a scalar value. That means you probably started with every vertex being associated with a number between some min and max and assigned RGB values to the range of numbers. Because of this, we can use a one-dimensional texture to color a VRML from OpenDX. The process is a lot faster than unwrapping the texture, and it doesn't leave any seams.
Here's how we did it.
- Save the VRML as grayscale.
- Save the colormap as a jpeg or tiff (depending on what colormaps your VRML viewer can read).
- Use a custom python script to translate each grayscale value into a u-v index into the saved colormap.