suvakas wrote:When can we expect that the multi UV support works with plugins too?
According to Karba it is not possible atm because the way it is implemented in standalone.
Is there any work done to improve this situation?
Karba wrote:At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.
Thanks
suv
Multiple UVs are available in the SDK. That's currently pretty much the only way how they can be brought into Octane unless your Alembic exporter exports multiple UV sets.
The problem Andrey was talking about is that the 3ds max plugin is aggressively merging meshes into one mesh (to increase render speed) and in 2.20 all triangles would need to have multiple UVs, even if only one tiny mesh had multiple UVs. With 2.21 this problem has been solved by storing additional UV information only for triangles that have them.
-> Andrey is currently working on the 3ds max plugin and will add multiple UV support as soon as possible.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra