A workflow some of you may be familiar with is transferring normals from a big sphere to many cards.
Sometimes you want to open up the cards in UV editor, but if you have a lot it can take several minutes just to open the UV editor. And forget about doing any work in there.
Any way to avoid this? Say you wanted to adjust the UVs. IS the only way to adjust on a single object then duplicate? Or use instances?
Replies
* I did get this error a couple times while moving uvs:
scripts/others/texturePanelMenus.mel line 2298: Object's name 'MpolyTexturePlacementPanel1UVSetTooManyObjects' is not unique.
Which led to this thread, and it's just Maya being Maya concerning the UI. Pretty sure I've worked on scenes with this many or more objects + uv editor without running into this, but whatever.
I do know that if I have symmetry turned on, it can slow things down for me. Googling around a bit just now, I see a few random but unhelpful threads about sluggish UV Editor performance, betting money it's people with 999+ items in the history stack. I see some reports of large textures + texture visible in the editor being problematic.
Sorry to say, I still don't know what to suggest, leaning toward differences in hardware. If someone else with a similar Ryzen chip chimes in, that would help. I don't know how much the GPU matters for UV/UI performance.