Multiple UVs workflow.

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

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Maestrorobertus
Licensed Customer
Posts: 17
Joined: Mon Mar 17, 2014 12:15 pm

I found the way how the 3 UV channels are support a bit painful. Just in case you have complex scene with presets you can get a lot work adjusting them.
So I would like to suggest an easier workflow.
Instead of leaving all to automatic item mode, and getting the user to order his items one by one. I would suggest to add 3 rows to the settings in which the user can define the names of the UV channels he want to use followed by a checkbox 'suppress error warning' because that one can be nasty.
So the slots could fill automatically when ever a scene is loaded, but the user can decide which to skip manual. Which is the way to go.
So Slot #1 is like always 'texture' and then the user might pick 2 more that he finds important to have, knowing that other may be skipped.
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face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I found the way how the 3 UV channels are support a bit painful. Just in case you have complex scene with presets you can get a lot work adjusting them.
So I would like to suggest an easier workflow.
Instead of leaving all to automatic item mode, and getting the user to order his items one by one. I would suggest to add 3 rows to the settings in which the user can define the names of the UV channels he want to use followed by a checkbox 'suppress error warning' because that one can be nasty.
So the slots could fill automatically when ever a scene is loaded, but the user can decide which to skip manual. Which is the way to go.
So Slot #1 is like always 'texture' and then the user might pick 2 more that he finds important to have, knowing that other may be skipped.
This would limit you to only 3 UV Maps for the entire scene, whereas the current implementation gives you an unlimited number. For example, at the moment you can have:

Mesh Item 1
- UV Map 1 = "Texture"
- UV Map 2 = "Item 1 Map 2"

Mesh Item 2
- UV Map 1 = "Texture"
- UV Map 2 = "Item 2 Map 2"
- UV Map 3 = "Another UV Map"

Mesh Item 3
- UV Map 1 = "Texture"
- UV Map 2 = "Item 3 Map 2"
- UV Map 3 = "Another UV Map"

etc.

What you CANNOT have is "Another UV Map" as UV Map 2 for Mesh Item 3.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Maestrorobertus
Licensed Customer
Posts: 17
Joined: Mon Mar 17, 2014 12:15 pm

Oh.. so its 3 UVs per item, not 3 per scene.. somehow that escaped me. Well that makes sense. So basically if every item has the base UV channel it can have 2 more.. nice. I will check why I got errors before.
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face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Oh.. so its 3 UVs per item, not 3 per scene.. somehow that escaped me. Well that makes sense. So basically if every item has the base UV channel it can have 2 more.. nice. I will check why I got errors before.
Not quite.....yes, it is 3 UV maps per item, however a texture locator might specify a UV map which is used by more than one mesh, and in this case Octane needs a UV Map "number" (not a name), so for both those meshes, they will need to have that UV map name at the same UV map index (ie. first, second or third in the UV map list).

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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