Hello! Maybe someone here has an idea how I can get around this issue (edit: possibly solved it by naming):
I'd like to distribute some geometry using GN and repack the second UV channel of the generated geometry (input meshes have UV0 and UV1). When I convert the result to mesh (or export), UV0 and UV1 have been swapped. I believe I had it working once, but inconsistent. Anyone has an idea how I can keep the UV set order?
I could apply and order UV sets each time, but ultimately, I'd like to be able to export the object without additional steps.
repacking step:
duplicated and converted to mesh (same on export) - UV channels have swapped:
Appreciate any hints
Edit: Changed the naming from 'UVMap' and 'UVMap.001' to 'UVMap_01' and 'UVMap_02' and it seems to work now, duh!
Edit02: Puh, just managed to break it again after changing the GN, but then somehow made it work again. Perhaps it's not naming related then, currently a bit of a blackbox for me.
@Fabi_G, it seem like something gets confused due to "Instance on Points" node. Just passing the object straight through nodes, or creating the maps inside the tree does not change the order ...or at least it didn't in my short tests for what it's worth. Hard to say more without looking at your tree.
Based on this, here's a weird hack: - remove the maps and store them again in the same order I think it should be a matter of passing the names in the correct order, but if you're specifying them from modifier input anyway, that shouldn't be an issue.
I'm not entirely sure if this "solution" makes sense or works in your case, but it's hard to break something on purpose consistently without more info =D
I might post this is the technical thread also. so the 'Edit mesh'
modifier in blender ? wtf is it supposed to do apart from freeze the
previous
modifers in the stack. Once you add an 'edit mesh' modifier, it seems
to be destructive ie if you delete it you are left with a version with
all the modifiers applied.
maybe I am missing something here? might be just as easy to convert to mesh
EDIT seems like ti just freezes current state then let's you edit the resulting mesh. I am confused over the usefulness of this apart from maybe testing out a few edits as it's a destructive process unless your clear mesh data?
I'm not sure about this.. just "discovered" this because of your post .. Have you seen this one ? It seems it "freezes" th eobject in Object mode so you can (and have to edit it in Edit mode..
@okidoki - yeah I have seent that video but you can't do anyhting to the modifers below the stack. It jsut freezes the modifer stakc and lets you edit the end result. wish it worked more like the 3dsmax edit poly modifier TBH so you could tidy up booleans on top of a subd modifier
Morning! Trying to sync mapmaking in Blender with Unreal. What a pain. I did try UE5 modeling tools and did not feel like it was a go yet for full mapmaking Got some art on the way to do so. Here's a first capture. If anyone's got advice for large scale project sync between the two I'd like that a lot! I've made some setup where I'm using instance collection and nulls to replicate blueprints and level instances. Still not very smooth to iterate with.
Hi!, I’m
currently jumping to blender and I have some (or a lot of) gaps in my knowledge of blender so
maybe this is something stupid.
In blender I
can use G or the move tool with gizmo. If I use the G I need to constraint via
short cut the axis/plane or work on screen space. With gizmo I must select the
vertex and use the “arrow axis” or “square plane” to constrain the movement or drag
from the circle to work on screen coordinates. Now, this is what I know.
At the
moment I find that it’s so tedious to work with the G. Too many pressing short
cuts for a very basic function. Select the vertex, press g, press shift z, adjust,
select another vertex, press G, press shift z, adjust the handle, etc.
With the
gizmo, well, I feel better, no like in max but it’s the same as maya, but… the
question is, is there any way to “freeze” or define a working axis or plane only
one time (*)?
(*) something
like max and his shortcuts/gizmo, if you define a working axis you don’t need to press
again the same shortcut, you only need to do if you want to change the axis or
plane.
Hello. I was wondering if anyone has any tips or suggestions on how I solve this UV mapping issue I'm having. So I'm working on this Cobblestone HalfWall with a tile-able cobblestone texture that I want to tile across the top over to the other side of the wall. It looks fine when I only have the albedo texture applied but when I add the normal map the lighting information gets turned upside down. I recorded a short video showing my geometry, texture and UVs. I tried several different things to resolve this with each having it's own issues. Like I said any tips or suggestions would be greatly appreciated. https://youtu.be/GNIp7ztc80Y
@SpeedMetalSF, be sure to put your normal texture into "Normal Map" node - it will convert the map into World Space. Then use that node's output as Normal input in the shader node.
Replies
I'd like to distribute some geometry using GN and repack the second UV channel of the generated geometry (input meshes have UV0 and UV1). When I convert the result to mesh (or export), UV0 and UV1 have been swapped. I believe I had it working once, but inconsistent. Anyone has an idea how I can keep the UV set order?
I could apply and order UV sets each time, but ultimately, I'd like to be able to export the object without additional steps.
repacking step:
duplicated and converted to mesh (same on export) - UV channels have swapped:
Appreciate any hints
Edit: Changed the naming from 'UVMap' and 'UVMap.001' to 'UVMap_01' and 'UVMap_02' and it seems to work now, duh!
Edit02: Puh, just managed to break it again after changing the GN, but then somehow made it work again. Perhaps it's not naming related then, currently a bit of a blackbox for me.
Just passing the object straight through nodes, or creating the maps inside the tree does not change the order ...or at least it didn't in my short tests for what it's worth. Hard to say more without looking at your tree.
Based on this, here's a weird hack:
- remove the maps and store them again in the same order
I think it should be a matter of passing the names in the correct order, but if you're specifying them from modifier input anyway, that shouldn't be an issue.
I'm not entirely sure if this "solution" makes sense or works in your case, but it's hard to break something on purpose consistently without more info =D
I am confused over the usefulness of this apart from maybe testing out a few edits as it's a destructive process unless your clear mesh data?
Have you seen this one ? It seems it "freezes" th eobject in Object mode so you can (and have to edit it in Edit mode..
wish it worked more like the 3dsmax edit poly modifier TBH so you could tidy up booleans on top of a subd modifier
Trying to sync mapmaking in Blender with Unreal. What a pain.
I did try UE5 modeling tools and did not feel like it was a go yet for full mapmaking
Got some art on the way to do so. Here's a first capture.
If anyone's got advice for large scale project sync between the two I'd like that a lot!
I've made some setup where I'm using instance collection and nulls to replicate blueprints and level instances.
Still not very smooth to iterate with.
Hi!, I’m currently jumping to blender and I have some (or a lot of) gaps in my knowledge of blender so maybe this is something stupid.
In blender I can use G or the move tool with gizmo. If I use the G I need to constraint via short cut the axis/plane or work on screen space. With gizmo I must select the vertex and use the “arrow axis” or “square plane” to constrain the movement or drag from the circle to work on screen coordinates. Now, this is what I know.
At the moment I find that it’s so tedious to work with the G. Too many pressing short cuts for a very basic function. Select the vertex, press g, press shift z, adjust, select another vertex, press G, press shift z, adjust the handle, etc.
With the gizmo, well, I feel better, no like in max but it’s the same as maya, but… the question is, is there any way to “freeze” or define a working axis or plane only one time (*)?
(*) something like max and his shortcuts/gizmo, if you define a working axis you don’t need to press again the same shortcut, you only need to do if you want to change the axis or plane.
https://youtu.be/GNIp7ztc80Y