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Multiple UV maps

Posted: Wed Oct 14, 2015 11:00 am
by portnicki
Ok, ok. I just don't get it and I can't get it to work.

Does every mesh in the scene need to have 3 UV maps for this multiple-UVs trick to work? Or do these UV maps have to have the same names in every mesh in the scene?
I mean if we can have 3 DIFFERENT UV maps for EVERY mesh in the scene, then why would be bother positioning "torus" UV map always in the second spot in OTHER meshes (I'm talking about Pauls youtbue video about the workflow: https://www.youtube.com/watch?v=rvuFI3okFwA ) ?? I mean a mesh called TORUS can have 3 UV maps: Torus1, Torus2 and Torus3. Why would I want a UV map called Torus3 inside a mesh called Spehere? 'Sphere' mesh has it's own DIFFERENT Uv maps.

Different meshes usually have differet UV maps ('casue they have different polys in these UV maps).



What am I doing wrong here?

Image

Re: Multiple UV maps

Posted: Wed Oct 14, 2015 12:02 pm
by face_off
Have a read of viewtopic.php?f=34&t=50437 which explains a little more.

What does the Octane Log report?

Also - this is much easier if you use the Modo texture locator to specify the UV map (as shown in the video).

If you can't get it working, pls send me the LXO and I'll take a look.

Paul

Re: Multiple UV maps

Posted: Wed Oct 14, 2015 12:16 pm
by portnicki
I still don't quite get it :/ I've seen that topic and it didn't help me much.
Can you look at the scene? It's quite heavy so I've sent it with wetransfer to your adress.

What exacly do you mean by
"Also - this is much easier if you use the Modo texture locator to specify the UV map (as shown in the video)."
??

Re: Multiple UV maps

Posted: Wed Oct 14, 2015 12:30 pm
by face_off
Also - this is much easier if you use the Modo texture locator to specify the UV map (as shown in the video).
The video shows how to use multiple UV maps with the on-the-fly material conversion. This is in effect using the same node structure as if you add an Octane Override to a Shader Tree group which contains an image. If you do this you will see the image Texture Locator is plugged into the Octane RGB Image "Projection" pin - so the UV Map name is automatically obtained from the Texture Locator. Whereas in your screenshot you are doing it manually.
What does the Octane Log report?
?

Paul

Re: Multiple UV maps

Posted: Wed Oct 14, 2015 12:41 pm
by face_off
I just tried the scene you sent me - and it appears to be working correctly. Are you on the latest TEST release? There were some fixes put through in release 2.24.1.87 for multiple UV Map support.

Paul

Re: Multiple UV maps

Posted: Wed Oct 14, 2015 1:10 pm
by portnicki
Nope. I'm on the latest stable one. I'll update ASAP and try again.

Re: Multiple UV maps

Posted: Wed Oct 14, 2015 1:40 pm
by portnicki
:roll: my bad. it does work fine with the latest TEST version. Thank you Paul.
I dont know, I was always more inclined to final version over test ones ;)