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The UV mapping in textured viewport shading mode and the rendered image is different.

I unwrapped a UV map in textured mode and then saw the result of the Cycles render.

As you can see, their UV mappings are different. I already connected the UV output of a texture coordinate node to the vector input of an Image Texture node. The unwrapped image file is the same as the image file in the material.

How can I fix it?

enter image description here

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  • $\begingroup$ Material Utils addon may help you: blender.stackexchange.com/a/7870/1363 $\endgroup$
    – CodeManX
    Commented Jun 1, 2014 at 18:45
  • $\begingroup$ Is it possible you have more than one UV map? If not, could you upload the blend? $\endgroup$
    – gandalf3
    Commented Jun 1, 2014 at 19:55

1 Answer 1

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Meshes in Blender can have multiple UV coordinate sets.
enter image description here

The one selected (blue background) is the UV map used in textured mode. The one with the small camera icon activated to the right is the default UV map used for rendering.

If your model has multiple UV maps, either click the camera icon of the map you want to use for rendering or select the map by its name as an object-attribute in the node editor:
enter image description here
You can find the Attribute node by pressing [Shift+A] and selecting Input->Attribute in the node editor.

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  • $\begingroup$ Be careful! The rendered viewport shading won't show the changes in texture mapping until you toggle edit mode to object mode. $\endgroup$
    – user12987
    Commented Mar 5, 2015 at 18:47

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