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render UVW template - outside of 0-1 range - how?
show user profile  ralp99
I doubt I'll get a satisfying answer to this, but it's always worth a shot :)

Painting textures in Mari which is nice, however that app likes you to separate UV sets out into patches to be of much use. That's fine, so I move my patches into separate spaces as defined herehttp://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm

Now for whatever reason I need to go back and "render to UVW template" these wires out of max, problem is that it will only render what's in that actual 0-1 space (the original black box). Yeah I could offset each patch and re-render, but that's pretty time-consuming. To make matters worse, last night I accidentally figured out that somehow you could simply select any patch (within a relative 0-1 space) within the UV editor, hit render to template, and it would just -work-

But today - no luck. I am scratching my head trying to recreate that happy accident (selecting the appropriate patches to just render by themselves) and of course it only will render what's actually in that original black box. Pretty sure I got this to work last night - google yields nothing useful. Anybody got any idea what I am talking about?

Thanks gang!

-r






read 614 times
7/10/2012 5:11:25 AM (last edit: 7/10/2012 5:11:25 AM)
show user profile  ralp99
yuuuuup, true to form, I mess with it for like an hour and a half, nothing happens. Finally I drag my sorry head to maxforums and make a post about it and within 10 min I have got a solution figured out anyway :/

For anyone in a similar quandary, texporter is the answer! TP is fairly obsolete these days, so if you are running above max 2010 then you are outta luck, But if you do have it here's what one would do:

A: For my purposes I've separated each patch into it's own MatID so therefore easier to select. Fairly easy to set that up if you need - basically, make sure no faces are selected, go to UV editor, select all the patch elements you want to be an ID, hit edit mesh or edit poly, the selection will retain on the mesh and you can assign MatID. Now then-

B: Texporter - get your proper faces selected, enable "wrap around," enable "only selected." Viola!

Again, probably useless to most people around here, but if you are using Mari heavy-duty this will come in quite handy. Hopefully I can come across a better solution (non-Texporter) since that plugin isn't supported for a long time now.

-r






read 602 times
7/10/2012 5:32:04 AM (last edit: 7/10/2012 5:33:11 AM)
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