Trying to use Solaris / Karma in a very basic project with multiple UVsets for an object.
But does anyone know how to work with multiple UV's in Solaris / LOPS ?
I imported an object with multiple UV sets and I'm trying to assign them to different textures in Solaris, but I've been struggling for a while now without any success. I can see them just fine in the imported SOP.
Somewhere I saw I had to use the "mtlxgeompropvalue" ( of course :-/ )to assign a different UV map then the default "uv" but that doesn't seem to work.
It seems to pick up a different UVmap, but different coordinates depending on if plug it into a "mtlxtiledimage" or a "mtlximage" .
A bug maybe ??
The only way seems to be to rename a the UV I want to use to "uv" with the "atribute" rename in the imported SOP.
But in this case this is not a useable workflow. Heck, I can't even check UVmaps in Solaris, what a mess ....
So what I'd like to know is if anyone has figured how to assign different UV's to different textures from imported SOPs to Solaris mtlx materials.
Thanks.
multiple UVs Solaris
2012 4 2- toonafish
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- jsmack
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toonafish
Somewhere I saw I had to use the "mtlxgeompropvalue" ( of course :-/ )to assign a different UV map then the default "uv" but that doesn't seem to work.
Yes, that's the correct node. It's working for me when I tried it. Pay attention to the name and size of the primvar on the mesh by looking at the Scene graph details pane.
- toonafish
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- tom_g
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On the topic of uv channels - I've encountered an issue where CPU and XPU doesn't render the same result when mixing 2 uv channels that have different vector types. The 1st uv channel gets converted automatically in Solaris to 'st' which is a vector 2, but if you have additional uv's from sops named something else, they are likely to be a vector 3 which doesn't get converted in Solaris to vector 2. So if you have a material setup that requires mixing or combining of 2 or more uv channels, then I found the solution was to force any additional uv channels to also be a vector 2, so that texture uvs are consistent between xpu and cpu.
For udims, i got to work by naming the udim files as: 'filename.1001.exr','filename.1002.exr' etc.. and then in the filename path for the MtlX image node I use 'filepath/filename.<UDIM>.exr'
For udims, i got to work by naming the udim files as: 'filename.1001.exr','filename.1002.exr' etc.. and then in the filename path for the MtlX image node I use 'filepath/filename.<UDIM>.exr'
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- dlee
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tom_g
On the topic of uv channels - I've encountered an issue where CPU and XPU doesn't render the same result when mixing 2 uv channels that have different vector types. The 1st uv channel gets converted automatically in Solaris to 'st' which is a vector 2, but if you have additional uv's from sops named something else, they are likely to be a vector 3 which doesn't get converted in Solaris to vector 2. So if you have a material setup that requires mixing or combining of 2 or more uv channels, then I found the solution was to force any additional uv channels to also be a vector 2, so that texture uvs are consistent between xpu and cpu.
Hi. Please try the more recent daily build - I believe this is a bug that was addressed in 20.5.294.
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