gordonrobb wrote:I think I get it. However, the bit that I'm not getting through is that before this version you could have as many UVs as you wanted in an object, they just weren't selectable, and could not have any points on more than one UV. I for example have a space ship object, that has around 20 UVs and it works fine.
Rob49152 wrote:Still not clear to me. So if I have a 1 layer model of a standard 6 sided cube (as opposed to the non-standard 8 sided cube) and each side has a separate texture name and UV map I can only have 3 UV maps? not the 6 needed?
if that is the case then I am staying with the current version because I have one model with 40 UV maps and 70 textures all on one layer.
atnreg wrote: But I don't understand the UVMap change completely. I understand if Octane can now use the first three UVMaps (of course names are definitely needed to be sure) but what happens if an object has more than 3 UVMaps? Will Octane crash, refuse to render...? The manual does not explain this, it only says "each object can have now up to 3 UV sets" so please clarify![]()
I have a new test build that should have the old UV workflow problems fixed. Now the first UV map (the default one in the image texture node) store the first UV value available in the vertex (that can be in any place in the UV maps list). This is the behavior of the 2.1 version and older, so all your old scenes and models should work now without touch anything.
This change is full compatible with the current three UV maps sets available for rendering in Octane 2.2.
Please test it and let me know how it works. You only need to replace the plugin file. There are builds for LW 11.6 and 2015.1 x64
https://www.dropbox.com/s/9ncmbrgixl2vb ... x64.p?dl=0
https://www.dropbox.com/s/5nyvmjaiuuybx ... x64.p?dl=0
- Juanjo