Page 1 of 1

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

Posted: Mon Sep 20, 2021 5:02 pm
by pixelsmack
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?

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

Posted: Tue Sep 21, 2021 8:24 am
by juanjgon
Nope, sorry. This is a core limitation.

Thanks,
-Juanjo

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

Posted: Wed Sep 22, 2021 12:11 am
by KVNOODLES
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.

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

Posted: Wed Sep 22, 2021 1:35 pm
by mikefrisk
I use different surface names and rename all my UVs into the same map called "UV". Works perfectly for me.

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

Posted: Thu Oct 28, 2021 9:33 am
by TheMightySpud
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.).

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

Posted: Sat Nov 20, 2021 1:00 am
by pixym
mikefrisk wrote:I use different surface names and rename all my UVs into the same map called "UV". Works perfectly for me.
Perfect !