I have a mesh that has multiple uv sets, and in materialX shading network, I use "Geometry Property Value" node to read these sets and apply shading accordingly. However, I have a problem I don't understand : If I don't have the default "UV" set, shading in general will look wrong (seems and distortion) even though I am not using the "UV" set? Plz see attached? What am I missing here?
is it a must to have uv?
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- catchyid
- Member
- 68 posts
- Joined: 2月 2016
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Hi,
I have a mesh that has multiple uv sets, and in materialX shading network, I use "Geometry Property Value" node to read these sets and apply shading accordingly. However, I have a problem I don't understand : If I don't have the default "UV" set, shading in general will look wrong (seems and distortion) even though I am not using the "UV" set? Plz see attached? What am I missing here?
I have a mesh that has multiple uv sets, and in materialX shading network, I use "Geometry Property Value" node to read these sets and apply shading accordingly. However, I have a problem I don't understand : If I don't have the default "UV" set, shading in general will look wrong (seems and distortion) even though I am not using the "UV" set? Plz see attached? What am I missing here?
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- goldleaf
- スタッフ
- 4271 posts
- Joined: 9月 2007
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By default, any unconnected `texcoord` inputs will rely on the default `primvars:st` texture coordinates. If you have UVs using a different name, then you'll want to connect your geomepropvalue reading those primvars, and connect them to the texcoord input. You might also need to convert the vector3 to vector2 explicitly, if it's behaving unexpected.
I'm o.d.d.
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