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Multiple materials and multiple UVs
Posted: Fri Mar 06, 2026 1:15 am
by 1115914765
Why can OC only recognize 3 UVs? At least 6 are needed. Or why can't it directly adapt to the default UV settings? The UV for the material is on the right side. Or could it be like in RS where you can specify the UVs?
Re: Multiple materials and multiple UVs
Posted: Fri Mar 06, 2026 1:34 am
by 1115914765
Seeing that the goal of 2027 can be achieved, I hope it can be accomplished as soon as possible. Thank you.
Re: Multiple materials and multiple UVs
Posted: Wed Aug 05, 2026 4:12 am
by skittishsu
1115914765 wrote: Fri Mar 06, 2026 1:15 am
Why can OC only recognize 3 UVs? At least 6 are needed. Or why can't it directly adapt to the default UV settings? The UV for the material is on the right side. Or could it be like in RS where you can specify the UVs?
I think having the option to assign a specific UV map to each material would make complex projects much easier to manage. Even if there's a technical limitation at the moment, it would be great to know whether support for additional UV sets is planned in a future update.
Re: Multiple materials and multiple UVs
Posted: Tue Aug 11, 2026 8:19 am
by caftansolid
skittishsu wrote: Wed Aug 05, 2026 4:12 am
1115914765 wrote: Fri Mar 06, 2026 1:15 am
Why can OC only recognize 3 UVs? At least 6 are needed. Or why can't it directly adapt to the default UV settings? The UV for the material is on the right side. Or could it be like in RS where you can specify the UVs?
I think having the option to assign a specific UV map to each material would make complex projects much easier to manage. Even if there's a technical limitation at the moment, it would be great to know whether support for additional UV sets is planned in a future update.
I agree that supporting only 3 UV sets can become a limitation in more complex scenes. Being able to assign a specific UV channel to each material would make workflows much more flexible, especially for assets that use separate UVs for textures, lightmaps, decals, and masks.
Is the current limit caused by the rendering pipeline, GPU constraints, or simply a UI/design decision? Also, if support for more UV sets is added in the future, would older projects remain fully compatible?
Re: Multiple materials and multiple UVs
Posted: Mon Aug 17, 2026 7:12 am
by bepeg4d
Hi guys,
In OctaneRender 2027.1-Alpha 1, the number of uv-sets supported has been increased to 10:
viewtopic.php?t=85551
Happy GPU rendering!
ciao,
Beppe
Re: Multiple materials and multiple UVs
Posted: Wed Nov 04, 2026 4:58 am
by ideariding
Octane Render is hardcoded to support a maximum of 3 UV channels per mesh. This limitation stems from its underlying engine architecture and memory optimization strategy, which caps geometry data allocations to keep VRAM usage low and optimize real-time calculations.
Because of this architectural design, Octane cannot automatically inherit or adapt to an infinite or highly complex default UV set layout if it exceeds this threshold. If your material’s primary UV map is sitting in a higher channel slot (like 4th, 5th, or 6th, which often happens when assets are imported from other software), Octane simply cannot look past the third index.
Re: Multiple materials and multiple UVs
Posted: Wed Nov 04, 2026 9:47 am
by bepeg4d
As said, you need OctaneRender® 2027.1 to be able to work with up to 10 UV sets:
ciao,
Beppe