Timeline for UV mapping - multi-texture material shared by multiple meshes
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
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Sep 22, 2018 at 11:04 | vote | accept | J. Havran | ||
Sep 22, 2018 at 11:03 | answer | added | J. Havran | timeline score: 1 | |
Sep 20, 2018 at 8:05 | comment | added | J. Havran | @cnisidis Thanks for your patient, but I am still something missing I believe... What I am already doing is creating new uv layer for every texture of mesh material and then filling these uv layers by uv coords, but it seems that all textures of that material are using only the active uv layer...can I somehow connect uv layer to appropriate material texture? Blender does not have any info which uv layer belongs to which material texture... | |
Sep 19, 2018 at 15:05 | comment | added | cnisidis | I think you can do it via cycles, by picking the proper UV map. It hasnt to be the active one. This info counts mainly for export. Each material may hold a different UV layout. | |
Sep 17, 2018 at 19:26 | comment | added | J. Havran | Sure, but I thought you are talking about some bpy specific structure. I dont have problem about creating it in python, but I do not know how to achieve it in Blender python API. For second described way (my first post) I am creating new uv_texture for mesh (uvtex = bpy_mesh.uv_textures.new()), then new layer (bpy_mesh.uv_layers[uvtex.name]) and finally filling layer data by uv coords. As I said, only one layer can be active at once, so this way I can not map multiple textures with different UV maps... | |
Sep 16, 2018 at 22:07 | comment | added | cnisidis | mainly an "array" in python responsible to hold the different combinations by indices. You said "working on import/export plugin" so I though that you would be already in coding. no ? | |
Sep 15, 2018 at 17:05 | comment | added | J. Havran | Can you tell me a little bit about the "table"? I am not much experienced Blender user, so I am not sure which table do you mean. When user import file into Blender, I want to preserve as much model settings as possible after export (so if imported file contained only one material, I want to preserve this one material after export, etc). My goal is to assign for each object independent UV map for every texture of used material - mapping for this object and material should be independent from mapping for different object but same material. | |
Sep 15, 2018 at 16:13 | comment | added | cnisidis | I am not quite sure I have understand your goal, but why not creating a new table where you can connect different ID's and combine textures - materials and UV layers per object ? | |
Sep 15, 2018 at 16:06 | history | edited | Ray Mairlot | CC BY-SA 4.0 |
minor readability formatting, tags
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Sep 15, 2018 at 8:30 | review | First posts | |||
Sep 15, 2018 at 16:06 | |||||
Sep 15, 2018 at 8:25 | history | asked | J. Havran | CC BY-SA 4.0 |