Work around for using more than 3 UVs in a mesh?

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Work around for using more than 3 UVs in a mesh?

Postby pixelsmack » Mon Sep 20, 2021 5:02 pm

pixelsmack Mon Sep 20, 2021 5:02 pm
I have an exported mesh of an Oil Rig. It was a bake out of 3DSmax from vRay. It contains 6 UV maps. I don't see anyway to non-destructively collapse them. Is there a way in Octane to gain access to all 6?
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Re: Work around for using more than 3 UVs in a mesh?

Postby juanjgon » Tue Sep 21, 2021 8:24 am

juanjgon Tue Sep 21, 2021 8:24 am
Nope, sorry. This is a core limitation.

Thanks,
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Re: Work around for using more than 3 UVs in a mesh?

Postby KVNOODLES » Wed Sep 22, 2021 12:11 am

KVNOODLES Wed Sep 22, 2021 12:11 am
pixelsmack wrote:I have an exported mesh of an Oil Rig. It was a bake out of 3DSmax from vRay. It contains 6 UV maps. I don't see anyway to non-destructively collapse them. Is there a way in Octane to gain access to all 6?


Try to separate your mesh in several layers and spread your UVs into them.
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Re: Work around for using more than 3 UVs in a mesh?

Postby mikefrisk » Wed Sep 22, 2021 1:35 pm

mikefrisk Wed Sep 22, 2021 1:35 pm
I use different surface names and rename all my UVs into the same map called "UV". Works perfectly for me.
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Re: Work around for using more than 3 UVs in a mesh?

Postby TheMightySpud » Thu Oct 28, 2021 9:33 am

TheMightySpud Thu Oct 28, 2021 9:33 am
The UVMAP Node is indispensable for stuff like this. Set up the LW native 'color' channel with the UV assignment/color texture and use the UVMap Node set to 'get Textures from T channel' (Or whatever it says lol.).
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Re: Work around for using more than 3 UVs in a mesh?

Postby pixym » Sat Nov 20, 2021 1:00 am

pixym Sat Nov 20, 2021 1:00 am
mikefrisk wrote:I use different surface names and rename all my UVs into the same map called "UV". Works perfectly for me.

Perfect !
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