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The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

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  • Ruz
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    Ruz insane polycounter
    Cool, thanks for that 
  • Fabi_G
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    Fabi_G veteran polycounter
    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.
  • stray
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    stray polygon
    @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
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