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
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