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Old 02-16-2013, 11:56 PM   #16
bunk's Avatar
Join Date: Jun 2002
Posts: 425
In most cases the project methods of a projector are sufficient, but sometimes I really want to use two uv sets.
Well actually you can since r13.
It's a bug in the SSS shader, might be fixed in 14, no idea as I'm still on 13.
Also since it's teleported by the SSS shader it get's a little blurry and works with 2 UV tags only

Create a dummy material. Drop a sss shader in a channel, it doesn't matter which channel as long as it's active. Drop the bitmap or channel shader that should refer to the other UV tag in the shader link of the SSS shader.

Drop the dummy material on your object. Since you don't want to see it rendered make sure it's on the far left. Also make sure it has the needed UV tag (or copy) to it's right.

Create a new material. Give some channel the layer shader. Fill it with your bitmaps and what not and mix it with a new SSS shader (it doesn't need anything in the shader link to do it's magic)R.

A couple of things are important

-The path length of the dummy has to be equal or smaller to the one used in the layer shader (the bigger the more blurry).
-Only path length and Sample Density has influence in the Dummy, only strength and path length in the receiving one.

I'm sure Paul E could easily add something like this ...and better in his Smart Shader.
Old 02-17-2013, 07:30 AM   #17
Schnupps's Avatar
Christian Schnapp
3d Artist
Cologne, Germany
Join Date: Apr 2003
Posts: 209
So for once its a really a feature not a bug
Interesting, while not really pleasing workaround.
Old 02-18-2013, 03:16 AM   #18
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Stu Winders
New Zealand
Join Date: Feb 2002
Posts: 1,584
I use multiple uv tiles, multiple materials, one uv tag and then selection sets. Seems to work fine for me. also less messy........probably from Patricks uv tiles tute, come to think of it.
Old 02-18-2013, 03:16 AM   #19
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