Hi..
I am trying to create 3 uv's using different projection planea (first flattening the geom using a ray sop)and want to copy those uv sets to the same objects(un distorted)…i tried using copy attribute sop ..that didnt seem to help.
Also, looks like the logic i am using for shop is wrong as well.
I have attached the file here .
Any help would be appreciated
Thanks !!
transfer mulitple uv's to objects
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- Dilesh Lamsal
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- old_school
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Two tools you need to use to debug this yourself:
1. MMB (Middle Mouse Button) on node icons to inspect attributes on geometry
2. Geometry Spreadhseet
—
You created uv sets uv uv1 and uv2 on the geometry to transfer to but the Layer SOP creates uv sets uv uv2 and uv3. Just create uv sets uv uv2 and uv3. Just using MMB on the left and right input SOPs clearly shows the attribute name match error.
uv's are handled using layer SOPs. You need to apply three Attribute Transfer SOPs each with a Layer SOP incrementing to the correct layer to transfer over each in turn. This is different than all other attributes. This is to support the UV view in the viewport as it can only display a single uv layer at a time. A little bit extra work to support this valuable feature.
If this is something you do all the time, it is straight forward to create an asset that transfers attributes using a ForEach SOP on each uv layer set in turn.
See the attached file for the uv creation fix and the three Attribute transfer SOPs.
Let me know if you want to see the ForEach do this in one throw.
1. MMB (Middle Mouse Button) on node icons to inspect attributes on geometry
2. Geometry Spreadhseet
—
You created uv sets uv uv1 and uv2 on the geometry to transfer to but the Layer SOP creates uv sets uv uv2 and uv3. Just create uv sets uv uv2 and uv3. Just using MMB on the left and right input SOPs clearly shows the attribute name match error.
uv's are handled using layer SOPs. You need to apply three Attribute Transfer SOPs each with a Layer SOP incrementing to the correct layer to transfer over each in turn. This is different than all other attributes. This is to support the UV view in the viewport as it can only display a single uv layer at a time. A little bit extra work to support this valuable feature.
If this is something you do all the time, it is straight forward to create an asset that transfers attributes using a ForEach SOP on each uv layer set in turn.
See the attached file for the uv creation fix and the three Attribute transfer SOPs.
Let me know if you want to see the ForEach do this in one throw.
Edited by - Aug. 10, 2013 09:27:09
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- old_school
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- Dilesh Lamsal
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Thanks Jeff for pointing it out..
My network is very messed up ..as i was doing it a very crude way. I am sure the projection from each side of box can be automated using for loop as well.
Also, for the uv's generated.Can we apply it the same way they were generated.As in, in the areas where its facing each side of the box, i want to apply those uv's for shading using three different texture maps.
I tried doing that in the shading network.That didnt seem to work.
Thanks !!

My network is very messed up ..as i was doing it a very crude way. I am sure the projection from each side of box can be automated using for loop as well.
Also, for the uv's generated.Can we apply it the same way they were generated.As in, in the areas where its facing each side of the box, i want to apply those uv's for shading using three different texture maps.
I tried doing that in the shading network.That didnt seem to work.
Thanks !!
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- old_school
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- 2540 posts
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