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

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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pixelsmack
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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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juanjgon
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Nope, sorry. This is a core limitation.

Thanks,
-Juanjo
KVNOODLES
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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.
mikefrisk
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I use different surface names and rename all my UVs into the same map called "UV". Works perfectly for me.
TheMightySpud
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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.).
pixym
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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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