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UV Shells similar to Maya


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Is there a way to keep UV's separated (similar to breaking apart say a character in Maya), even when all the points on your geometry are not? I have objects which need thickness, and I'm able to move the UV's so they are not on top of each other, but once the geometry gets fused back together, it automatically welds all the UV's causing a huge mess. Help would be great, each side needs its own texture applied. Thanks!

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your uv has to be vertex attribute instead of point

you can specify this when creating uvs (UVProject, UVTexture, UVPelt..)

or simply promote uvs to vertex before fuse sop

Drrrr...man thanks! Didn't think of that one. Works great now.

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