Viewport workflow issue with layerd textures

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Hi,

I'm trying to find a good workflow for judding about the position and size of layered textures… I dont want to use the “v_layered Surface shader” because of the lack of not supported features…

Is there a good and commen workflow for that Situations?


My strategie by now is to brunching out a “uvquickshade” and watching them seperate… but I can't even find a way to make the uvquickshade use the right uv layer uv2…uv5!!!?

Thanks,
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Have you tried the Layer SOP? Place one before the Quickshade & set the layer to the designed texture layer you want the Quickshade to update.
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Hey twod, do you have any recommendations on how to use the layer sop for choosing what uv layer to use at render? Just today at work we struggled a bit trying to get the layer SOP to choose the proper UV set for rendering (ie in our case, the uv sets came from an fbx). Our goal was to have our render use uv3, but neither the openGL view or a mantra render would behave correctly. We had to basically swizzle uvsets using a point SOP to get it to work properly.

Thanks!
-G
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hi twod,

thanks for response!

I'm already using the layer sop… Maybe you could take a quick look in my file!?

Attachments:
showCorrectTextureUV.hipnc (111.1 KB)

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