Bin Posted July 8, 2011 Share Posted July 8, 2011 this must be a newbie question but I have to ask... Being new to shading, I just want to have 2 different uv layers that can be used for a same texture map so I could switch back and forth. so after I got a grid with 2 uv layers, all I did was dug into the shader(a default chekerboard shader), found "surfacecolor1" node, RMB exposed the input of "s coordinate" to see "uvcords1" node and dived in, found "shadingAttriUV" node and swithed the"Attibute layer" value, but it just doesn't affect either the openGL diplay nor the rendering.... any hint will be greatly helpful... UVlayerTest.hip Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted July 9, 2011 Share Posted July 9, 2011 You actually changing uv layer in the wrong place. On the color mix vop, expose "Bias Amount" input. There you'll see another uv coord asset. Good Luck Quote Link to comment Share on other sites More sharing options...
Bin Posted July 11, 2011 Author Share Posted July 11, 2011 You actually changing uv layer in the wrong place. On the color mix vop, expose "Bias Amount" input. There you'll see another uv coord asset. Good Luck Thanks for the reminder, it works well for rendering. But in the scene view pane, the display still keeps the same. is there a way to change it accordingly as well? Quote Link to comment Share on other sites More sharing options...
Bin Posted July 11, 2011 Author Share Posted July 11, 2011 Thanks for the reminder, it works well for rendering. But in the scene view pane, the display still keeps the same. is there a way to change it accordingly as well? Ok, I just used a attribute sop to swap the 2 uv attributes, put a switch node to toggle back and forth and it works would like to know if there are better ways Quote Link to comment Share on other sites More sharing options...
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