Hey guys, wanted to see if I could get some recomendations on a particular issue I am having
I have a fantastic sop which perfectly layouts uvs for lightmapping. These uvs I create need to eventually make it to meshes in maya as a second uvset, like so
Maya mesh w 1 uvset. –》h engine digital asset –》 maya mesh with 2 uvsets.
So, my limitations are:
- my mesh in maya has to preserve material assignments and the first uvset
Hengine only output 1 uvset
my meshes coming out of Hengine are sorted differently because I need to input multiple meshes, combine them, then output them separate again via partition
So my approach has been to take the output of the engine node and use transfer attributes in world space to get the new uvset back to the original mesh. This has worked well, but started noticing issues over uvs going to the wrong shell due to problems with transfer attributes
What would really help me
Is if we could output multiple uvsets, as then is just a matter to transfer shaders
Be able to sort the meshes out of the engine in a predictableblender fashion, i.e. via a point and primitive attribute f. I can ensure this on a single mesh, but not on multiple mesh outputs
In lieu of that, I am attempting something using openMaya, but I am wondering if y anyone had any recommendations?
Thank you!