Problem with multiple UV maps

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haluperido
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Problem with multiple UV maps

Post by haluperido » Sat Oct 15, 2011 11:02 pm

Hi all!

Couple of days ago I've started playing with Indigo Renderer and really like it.. But today I've stumbled upon a problem with rendering object with multiple UV maps assigned.
Presumably I'm doing something wrong here:

1. I've created 2 UV maps - one for each texture.
2. Created blended indigo material with two submaterials as on screenshots: each of them has a different texture with different UV Texture index assigned.

When rendering it errors that geometry has only 1 UV set?

Any ideas what I'm doing wrong here? (Blendigo 3.0.14.0)
Attachments
multipleUVError.jpg

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Polinalkrimizei
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Re: Problem with multiple UV maps

Post by Polinalkrimizei » Sun Oct 16, 2011 6:05 am

Hey haluperido, I cannot reproduce this in blendigo 3.0.14.1. This version does have trouble with uv sets and smooth shading, but multiple uv sets work with no problem.
What has changed is that you don't set a "uv index" in the materials panel, but you enter the name of a specific "uv set". From the screenshots it seems you did everything right.
I attached a simple picture: default cube, three uv sets, three materials, three random textures - works for me.
Did you leave edit mode? Sometimes indigo doesn't seem to catch all the changes you do in blender while in edit mode.

Please try the latest blendigo, and see what happens.

Good luck :-)

edit: I am not sure what you mean with "submaterials". You can define two (or as much as you like) material slots in blender, and assign vertexes (or vertex groups) to each. Why did you create three materials if you just need two uv maps?
Attachments
uv test.jpg

haluperido
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Re: Problem with multiple UV maps

Post by haluperido » Sun Oct 16, 2011 9:54 am

Hi, thanks for reply.
I'll check latest blendigo tomorrow.. during the day I've figured out that UV index is just the index for for material slot in blender material panel, and I couldn't find any way in blendigo where u can assign name of the UV set except using material editor from v2.4

What I've been trying to achieve is to create indigo blended material, where material A and B (I've called those "submaterials") are different textures assigned to differently mapped UV sets on one object... After a while I've figured out this is bit pointless because you cannot set blend mode (add,multiply,overlay etc.) between those materials like in Blender Internal (can you?) and I wont get texture effect I wanted anyway..

I'm wondering what is the preferred way to create materials? Seems there's more control when using material editor from indigo 2.4 or editing material file by hand?

And if you could please advice where can I download latest blendingo? :)

Sorry about number of questions and my poor english...bit confused sometimes, as I've been primarily using BI and just recently started delving into 3d.

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Polinalkrimizei
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Re: Problem with multiple UV maps

Post by Polinalkrimizei » Sun Oct 16, 2011 11:46 pm

Hey you'll find the latest blendigo here:

http://www.indigorenderer.com/forum/vie ... =8&t=11045

Indeed, blend materials are not intended to blend textures, you'll have to use gimp or photoshop or blender for this purpose. With a blend material, you can blend different materials, for example a phong material with a diffuse material. You can even define a blend map (b/w texture) to for example use a phong material for all the red parts of the diffuse texture. Stupid example, but you get the point.

At the moment, material editing works ok in blendigo, but the nice material editor is not supported anymore. With future versions of indigo, a better material editor will be integrated directly. You can already change all aspects of a material in indigo directly.

And don't worry about your English, it's very good, and most of us here are no native speakers, too!

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galinette
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Re: Problem with multiple UV maps

Post by galinette » Mon Oct 17, 2011 8:47 am

Polinalkrimizei wrote:Indeed, blend materials are not intended to blend textures, you'll have to use gimp or photoshop or blender for this purpose.
What?? This is a fully regular use of blend materials with Indigo. I do not know blendigo, but Indigo igs format fully support this, and it makes sense to use it

For instance, you want to make a decal logo on a wood material, it makes sense to define:
- 1 UV set for the wood tiling
- 1 UV set for the decal positionning
- One blended material between two materials, one diffuse with wood, one diffuse with the logo

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Polinalkrimizei
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Re: Problem with multiple UV maps

Post by Polinalkrimizei » Mon Oct 17, 2011 9:26 am

Hey, sorry for not being precise: Of course you can blend textures together, but there are no blend modes like add, multiply, overlay and so on, you'll need other programs to do so.
Thanks galinette for pointing that out and correcting me and for providing a good example!!

haluperido
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Re: Problem with multiple UV maps

Post by haluperido » Tue Oct 18, 2011 6:36 am

Yes indeed, thanks for sharing knowledge guys!

On the other hand is there any chance that basic tools for texture manipulation like above mentioned blending modes, RGB color balance, brightness/contrast etc will be added to the renderer?

I see those very useful when texturing - especially tiled textures with clearly seen repetitive pattern, you can even use the same texture as a second layer, just map it differently with another UV set, blend in multiply mode and in a matter of seconds from tiled repetitive texture you get realistic wood material, without switching to gimp or photoshop.

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Polinalkrimizei
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Re: Problem with multiple UV maps

Post by Polinalkrimizei » Tue Oct 18, 2011 8:59 pm

Hi, even though there probably Glare won't implement different texture blending modes soon, texture manipulation will be much more intuitive in future versions if Indigo:

http://www.indigorenderer.com/node/1453

But you can change brightness and saturation and whatnot already via altering the texture's a, b and c values within Blendigo or Indigo:

http://www.indigorenderer.com/documenta ... djustments

And thanks, different uv-sets for a tiled texture with multiply mode seems like a cool and fast workflow, will try to reproduce that in Indigo with blend materials.

haluperido
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Joined: Sat Oct 15, 2011 10:49 pm

Re: Problem with multiple UV maps

Post by haluperido » Thu Oct 20, 2011 10:07 am

Hi, it's me again with another UV problem, Ive decided to continue in this thread to not spam the forum too much ;)

This is probably some trivial mistake I'm doing, but can't find any way to sort it unfortunately.

I've created random coffee table model, whilst it's not even half way finished I've applied UV mapped texture on it when modeling in blender and it seemed ok until I've tried to render it in Indigo - take a look at attached screenshots. I've got no idea what I'm doing wrong. Normals are fine, I've tried various unwrapping modes, but nothing seems to work on that mesh, texture always looks zigzag'ed...

Any ideas? (Blender 2.59.4, blendigo 3.0.14.1)

here's blend file: http://hotfile.com/dl/132774137/6f7ece9 ... blend.html
Attachments
uvmaptexproblem.jpg

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dag
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Re: Problem with multiple UV maps

Post by dag » Thu Oct 20, 2011 10:31 am

Smooth shading bug.

haluperido
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Re: Problem with multiple UV maps

Post by haluperido » Fri Oct 21, 2011 8:09 am

Hi dag, thanks for quick reply!

But does it mean I should wait for the bug to be fixed and use flat shading with increased number of subdivisions on the mesh for the time being?

FakeShamus
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Re: Problem with multiple UV maps

Post by FakeShamus » Fri Oct 21, 2011 8:52 am

this is a little bit of a derail, but related - does anyone know if multiple UV sets are possible with Blendigo for Blender 2.49? my textures are correctly set up, but it seems like Indigo ignores the different UV's and uses only the first UV index for all my textures. I tried using Blendigo for Blender 2.5 and the multi UV sets work, but it means I have to basically redo all my materials, textures and Indigo settings for the entire rest of the scene, cause they don't translate from the 2.49 to 2.5 versions of Blendigo. yes, I am one of those late adopters...

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