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stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
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Posted: Mon Oct 12, 2009 7:45 am Post subject: |
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I have been monitoring this thread for the hopes that it will happen one day. Please move it up to the center of your mind rather than keeping it in the back. It would help convince many of my peers that UV layout is well worth the money.  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon Oct 12, 2009 5:39 pm Post subject: |
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OK, multiple UV sets has officially been moved from back to center, or maybe even slightly towards the front, of my mind.
Phil |
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stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
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Posted: Tue Oct 13, 2009 7:57 am Post subject: |
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Thank You! Seriously that means a lot to me!
Please allow me to give my wish List;
1. It would be ideal if I could switch and edit multiple UV's without leaving UV layout. For example; I am in UV layout and working on UV channel 2. welding UV's and flattening my UV's with a Smile. I toggle the UV channel buttons and It reveals UV channel 1 so that I can see the seams that I am trying to cover up. In UV channel 1 I notice that I need to stitch (weld) edges. I edit those UV's in UV channel 1. and then I switch back to UV channel 2 to finish my job. When I think I am done I switch back and forth from UV 1 and UV 2 to see that all seams are covered. I UV pipe the mesh back to 3Ds Max and start adjusting the vertex alpha along the seams that i wanted to hide.
2. edit the vertex color in UVlayout. I can see a select "UV edge vertex" function and toggle their opacity from 100 to 0. (this is one less thing i will have to do in Max)
I think being able to do all UV editing in UV layout will allow me to feel like I am flowing. At this point trying to hide UV seams in 3ds Max9 is pain in the ass and depending how complicated the mesh I can be a mind numbing task. UVlayout has done wonders for me but i am still having to finish my UV work in Max which breaks my work flow.
Thanks
Tommy |
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dustinbrown

Posts: 77
Joined: 07 Jul 2009
Location: United States
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Posted: Thu Apr 14, 2011 9:28 am Post subject: |
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Bump! Multiple UV channels is an important feature. You need them when making light maps for game engines. This video explains it very well:
http://www.youtube.com/watch?v=bbdOpuKqGaQ |
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csarinyamas
Posts: 1
Joined: 23 May 2011
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Posted: Mon May 23, 2011 1:23 pm Post subject: |
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Bump!
support for FBX and therefore multiple projections / uv sets would be great! this tool is awesome and saves me a TON of time. if i could create and edit multiple uv sets it would put this already awesome tool over the top! Thanks for saving me from the hell of uv editing!  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon May 23, 2011 5:19 pm Post subject: |
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Hey, you must be psychic ... I started work on this a couple of days ago!
My plan is to get the mechanics working before doing any new file format support ... the multiple layers/sets will be moved in and out of UVLayout via multiple OBJ files, which will be a pain when done by hand, but should be invisible when handled via the plugins. When I get that working, I'll have a look at FBX support.
Actually, I had one question for everyone ... how many layers/sets is typical? Would 4 be enough?
Phil |
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SLI_Fallen
Posts: 66
Joined: 19 Dec 2008
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Posted: Tue May 24, 2011 2:35 am Post subject: |
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headus wrote: | Hey, you must be psychic ... I started work on this a couple of days ago!
My plan is to get the mechanics working before doing any new file format support ... the multiple layers/sets will be moved in and out of UVLayout via multiple OBJ files, which will be a pain when done by hand, but should be invisible when handled via the plugins. When I get that working, I'll have a look at FBX support.
Actually, I had one question for everyone ... how many layers/sets is typical? Would 4 be enough?
Phil |
Diffuse, Normal , Specular level (and/or color) =4
That would be good enough I would think for now. (or maybe set that as the default and have the ability to add (or even remove) channels as needed?
(greedy bastages aint' we?)  |
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starcow
Posts: 4
Joined: 14 Jun 2014
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Posted: Thu Jun 23, 2016 8:52 am Post subject: |
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Hi Everyone!
Do UVLayout support meanwhile UV-Sets in the newer versions?
Sincerely
starcow |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Jun 23, 2016 5:42 pm Post subject: |
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Partial support, and only for the Maya plugin. You can read more about that here ...
http://www.headus.com/phpbb/viewtopic.php?p=7444#7444
The updated plugin script was added to UVLayout v2.09.04, but if you've got an older version of UVLayout, you can download the plugin script to update it to handle the UV sets.
Phil |
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diiib
Posts: 1
Joined: 13 Nov 2016
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Posted: Sun Nov 13, 2016 2:33 pm Post subject: mutiple Uv sets?? |
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...any new News or progress on the mutiple Uv sets?? |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sun Nov 13, 2016 4:22 pm Post subject: |
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We've been working on some supporting infrastructure (i.e. OBJ import in the latest release, and Layers in the current beta) so handling UV sets within UVLayout is a couple of steps closer.
Phil |
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Teyon
Posts: 22
Joined: 16 Nov 2005
Location: United States
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Posted: Mon Mar 27, 2017 6:29 am Post subject: |
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Just throwing my hat in to say I'd welcome this also. Thanks, Phil! |
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