no such uv set 'default'

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Bilski
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no such uv set 'default'

Post by Bilski » Wed Sep 09, 2009 12:23 pm

I have been experimenting with the downloadable materials and more times than not I get this error message. does anyone have experience with this sort of problem? I have fiddled around some with the igm file, but so far have struck out. The specific meterial I am working with now is "Interior_Wall_Paint_" Any and all suggestions would be greatly appreciated.
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fused
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Re: no such uv set 'default'

Post by fused » Wed Sep 09, 2009 12:37 pm

hi Bilski,

which exporter do you use?
Have you imported the material or linked it externally (some exporters support that).
Make sure the model has an uv set names "default" :)

Bilski
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Re: no such uv set 'default'

Post by Bilski » Wed Sep 09, 2009 2:19 pm

Thanks for the reply fused. I am using the latest version of skindigo with Blender. In my expporter I made the indigo texture external and included the .img file. I have done this with a glass texture and that worked fine. Pardon my ignorance, but I do not know how to have my model have a uv set named "default". I did make an image texture using the jpeg that came with the texture and made the map input UV, and labled it default, but that did not work. Does this help you know what I am doing wrong?

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Borgleader
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Re: no such uv set 'default'

Post by Borgleader » Wed Sep 09, 2009 2:32 pm

Bilski wrote:Thanks for the reply fused. I am using the latest version of skindigo with Blender. In my expporter I made the indigo texture external and included the .img file. I have done this with a glass texture and that worked fine. Pardon my ignorance, but I do not know how to have my model have a uv set named "default". I did make an image texture using the jpeg that came with the texture and made the map input UV, and labled it default, but that did not work. Does this help you know what I am doing wrong?
its exactly the "cannot get a uv set name called default" that youre doing wrong.

http://www.indigorenderer.com/forum/vie ... f=8&t=4481
Look here, it has helped people before you should be able to find your answer. Its a bit old so the Blendigo interface may have some changes but it should be roughly the same (i hope).
benn hired a mercenary to kill my sig...

Bilski
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Re: no such uv set 'default'

Post by Bilski » Wed Sep 09, 2009 3:08 pm

Thanks Borgleader, I read the thread, and am a bit confused. I am familiar with uv mapping and know how to make them work with Blendigo. Does this mean I can not download a material such as this wall paint and just include it as an external indigo texture? Do I have to go through the process of uv mapping it and then loading it in its seperate places; Albedo, bump, and displace?

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Borgleader
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Re: no such uv set 'default'

Post by Borgleader » Wed Sep 09, 2009 3:13 pm

Bilski wrote:Thanks Borgleader, I read the thread, and am a bit confused. I am familiar with uv mapping and know how to make them work with Blendigo. Does this mean I can not download a material such as this wall paint and just include it as an external indigo texture? Do I have to go through the process of uv mapping it and then loading it in its seperate places; Albedo, bump, and displace?
Well of course you have to uv map it. If there is any kind of texture map then you absolutely NEED to uv map it, or else indigo won't know how to put the image on the model.

However you dont actually need to re-enter all the material settings in the exporter you can leave it as "external".

You will however need to have a uv set named default (on your mesh), with proper coordinates or it'll look like crap. If you're lucky you can get away with a few seams or even rely on Blender's own ability to uv map your mesh (although that very rarely works out).

See, the material contained in the .pigm/.igm file contains the settings and images, but seeing as its never applied to the same mesh it would be completely useless to include uv mapping instructions with it, so yeah you have to do it yourself.

If the mesh didnt have any maps, well you wouldn't but then you wouldn't have gotten that error in the first place.
benn hired a mercenary to kill my sig...

Bilski
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Re: no such uv set 'default'

Post by Bilski » Thu Sep 10, 2009 12:35 am

Ok, that all makes scense. Sorry if I seem really dense,but I still don't know how to name a uv set "default" I am not even sure what a uv set is.

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Borgleader
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Re: no such uv set 'default'

Post by Borgleader » Thu Sep 10, 2009 10:51 am

Bilski wrote:Ok, that all makes scense. Sorry if I seem really dense,but I still don't know how to name a uv set "default" I am not even sure what a uv set is.
Ok well if you've never played with it much its normal, it takes some getting used to. So I'll try to explain it as best I can. A uv set (or at least its my understanding of it) is a set of information on the uv coordinates. Now that seems redundant I know, but bare with me. UV coordinates are basically the instructions on how to unwrap your mesh and flatten it down to 2D. Basically its like peeling an orange and laying it out on your table (or you know those paper things where you fold 6 squares into a cube? well reverse the process).

And that information is all contained in a uv set. The reason there is a name for it is because you could have more than one. Now, technically speaking if you go into edit mode and press "U" and click "Unwrap" it should 1) Unwrap your mesh (duh) 2) create a UV set name UV_Tex. This is the name youre going to have to change back to "default".

If it didnt do it automatically you can just go to the Editing Tab (F9) and click on "New" next to "UV Texture" and that'll do it..

In either case you'll have to adjust the UV information yourself to get a good looking result.
benn hired a mercenary to kill my sig...

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benn
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Re: no such uv set 'default'

Post by benn » Thu Sep 10, 2009 1:39 pm

Hey Bilski,

You're not being dense - the uvset error is a bug in blendigo. I'm updating the documentation now to show you where to look for the uvset settings.

Ben

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benn
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Re: no such uv set 'default'

Post by benn » Thu Sep 10, 2009 1:50 pm

See the sections on UV Sets at the bottom of this document:

http://www.indigorenderer.com/documenta ... ls/blender

For an explanation. :) I've asked our exporter developer to fix this bug for good - so you (fingers crossed) will be the last one to experience it :)

Bilski
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Re: no such uv set 'default'

Post by Bilski » Thu Sep 10, 2009 3:37 pm

Ben, Thankyou so much. I didn't think it should be this hard.

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