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headus 3D scans

Multiple uv channels
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stomps



Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA

PostPosted: Mon Oct 12, 2009 7:45 am    Post subject: Reply with quote

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. Smile
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Oct 12, 2009 5:39 pm    Post subject: Reply with quote

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

PostPosted: Tue Oct 13, 2009 7:57 am    Post subject: Reply with quote

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

PostPosted: Thu Apr 14, 2011 9:28 am    Post subject: Reply with quote

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

PostPosted: Mon May 23, 2011 1:23 pm    Post subject: Reply with quote

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! Smile
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon May 23, 2011 5:19 pm    Post subject: Reply with quote

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

PostPosted: Tue May 24, 2011 2:35 am    Post subject: Reply with quote

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?) Wink
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starcow



Posts: 4
Joined: 14 Jun 2014

PostPosted: Thu Jun 23, 2016 8:52 am    Post subject: Reply with quote

Hi Everyone!
Do UVLayout support meanwhile UV-Sets in the newer versions?

Sincerely
starcow
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu Jun 23, 2016 5:42 pm    Post subject: Reply with quote

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



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Joined: 13 Nov 2016

PostPosted: Sun Nov 13, 2016 2:33 pm    Post subject: mutiple Uv sets?? Reply with quote

...any new News or progress on the mutiple Uv sets??
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headus
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Posts: 2871
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Nov 13, 2016 4:22 pm    Post subject: Reply with quote

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

PostPosted: Mon Mar 27, 2017 6:29 am    Post subject: Reply with quote

Just throwing my hat in to say I'd welcome this also. Thanks, Phil!
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