Is it possible to use different UVs for the same geometry?
Posted 18 July 2012 - 09:04 AM
Posted 18 July 2012 - 09:43 AM
You mean cumbersome of LayerSOP? Another method is to combine many uvs into a single uv extending its range to 0-1*nlayers. This requires a few wires (modulo operator) in Vops, to convert back to 0-1 per texture, but seems to be common workflow across other packages.
The clocks had ceased their chiming, and the deep river ran on.
Posted 18 July 2012 - 10:11 AM
remember, that you don't have to use Layer SOP to get different layers of attributes, you can name them by yourself as uv2, uv3, or whatever, the same for Shading Layer Parameter, you can just read uv2 or whatever directly with parameter, however it will not be as flexible as former method, since with Layer SOP and Shading Layer Parameter you can let user choose which layer to use for which texture without him having to dive inside of the shader
Posted 18 July 2012 - 01:49 PM
I made a simple test on a grid.
Basically , what you can do is make a group for each of the UV projections.
Then in that same group make a material for it
I used a simple texture for test purposes.
Well this should be okay as long as you don´t have any overlaps
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