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Multiple UVs workflow.

Posted: Sat Sep 26, 2015 5:49 pm
by Maestrorobertus
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.

Re: Multiple UVs workflow.

Posted: Sat Sep 26, 2015 11:31 pm
by face_off
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

Re: Multiple UVs workflow.

Posted: Mon Sep 28, 2015 3:04 pm
by Maestrorobertus
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.

Re: Multiple UVs workflow.

Posted: Mon Sep 28, 2015 11:05 pm
by face_off
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