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Recent Forum Posts

Poly Subdivide but Leave UV's Alone? June 12, 2018, 2:21 p.m.

BabaJ
By subdividing you've inherently changed the geometry and so no longer have the same uv layout;

There is no longer an ‘original’ geometry.

The UV layout should be the same, just subdivided. Point order will change, of course, but that's another matter.

Classic shader June 8, 2018, 1:26 a.m.

I cannot check to be 100% sure at the moment, but I don't think I have any point color attr, zero or otherwise. And besides, isn't the diffuse color going to be multiplied with the point color, regardless of the method chosen for driving the diffuse color?
Seems to be a simple lack of UDIM support here, since after I posted the initial inquiry, I've replaced the UDIM “sequence” with just one of those texture maps and it works as expected, although, of course, only the correspondent patches are visible.

Classic shader June 7, 2018, 1:57 p.m.

Howdy,

I'm very confused about a very simple shader matter.

I went to the diffuse tab of the Classic Shader, checked “use map” and specified the path - no diffuse texture renders out. If however, I plug into the “base color” a texture node pointing to the same textures, everything's fine.

Mind you, the diffuse textures are UDIM format, for which seems to be no check-mark like the Texture node has under the texture file path. Is this a technical limitation of the Classic Shader, best to be worked around like I did or is it a mere oversight?