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View Full Version : Whatīs the UV chooser for ?


chris.scherer
02-12-2005, 07:33 AM
I dug through the help files, but was not able to find anything on that "UV chooser" node available in the "general utilities" section of the hypershade. Best of all, it appears to be severely disfunctional: I cannot add anything to it. It looks like itīs used to switch between multiple UV-Sets, but you cannot add other projections (like you could add textures to layered textures, for example)...Maybe Iīm just incompatible ???

I am looking for a way to use get the Place2D node (with the repeat-UV parameter) on the other side of the shader so I can use the same material and material on multiple NURBS...

misterdi
02-12-2005, 08:00 AM
AFAIK, UV chooser is a node that send information to renderer what uvSet in an object to be used for a texture node.

I'm not sure on what kind of placement you are looking for?
If you want to have a single texture node with different place2Dtexture node on different surface, probably you want to look for switch node in utilities.

Best regards,

chris.scherer
02-12-2005, 04:25 PM
Thanks for the quick reply,

I thought I could use it for my twisted purposes. As if I could assign several UV-Sets and thus apply the same material to multiple patches with individual UV-edits. But I guess Iīll give those switches a go. Thought they were used for mapping the two sides of a normal with different textures (like paper money)...

I seek, for lack of words, all textures in the same scale (like 3D placements), regardless of the size of the size of the textured patch, but with the UV-space-projection.

I did almost the same with polys over and over again, as the "UVs" are stored in the shape (righthand of the texture). But with NURBS the UVs are not accessible in the editor, instead they are created by the place2D node (left of the texture) tracing the NURBS surface. And even the read-only properties of the NURBS shape wonīt affect the UV-space.

I guess this means I should look over in the MEL-section how set the "Remap UV" individually tuned to the size of the objects with that one material.....

misterdi
02-14-2005, 03:12 AM
ah, now I understand your problems is with NURBS surface.

Unfortunately NURBS surface will use implicit UVset (UV that's derived from the shape itself) which always span as 0-1 textrure space.

Maybe the way to deal with it is using the placement node, using a number less than 1.0 in the repeatUV attributes and adjusting the offset, can allow you using part of the image.

But this is not as clear as you layout UV for a polymesh.

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