By kami
When I create a simple box and I want to have the same texture on every side, stretched over the whole face, I have two possibilities:
- Creating a box and then mapping it
- creating every side as a seperate plane

If I mesh the box created of the separate planes, it looks the same. But when I join that meshes, each face loses its uv coordinates (this only shows after a RestoreViewport). Is that a normal behavior and has always been like that?
I thought that a while ago I did use that technique and each face did keep its mapping.
By kami
I am certain now, that it has not been like that before.

When I open some older file where it did look as I was expecting, it looks okay in the viewport. But when I do the RestoreViewport, it is changed.
But when I open the file on an other computer (without the latest maxwell and rhino updates) it stays the same when doing the RestoreViewport.
By JDHill
I see the same happening here if, rather than doing a Restore Viewport, I just re-apply the material. But only on V5 SR2, and I don't have an earlier V5 to check with (it doesn't happen on V4). So I don't know why that would be happening, but I'll take a look and see if there's anything I can do about it.
By JDHill
Not sure what caused the behavior to change, but it should no longer occur in the next plugin build.
User avatar
By polynurb
just testing on rhino 5.1 and plugIN 2.7.22>

i see very non-linear behavior here too, but to me it seems not related to the plugIn at all.
it happens with clean file and rhino render too:

1 make two planes

2 make material (rhino or maxwell) assign some color map

3 assign surface mapping to both, set one to some higher tiling like 3 ..

4 mesh the planes, hide the nurbs

5 NOW: it makes a difference in which order you select the items

A- select both THEN run the command, UVs will be in chaos

B- run command, then select tiling 1 FIRST tiling 3 second > result is ok, mapping will show tiling 1 in properties

C- the other way around will keep tiling 3

6 when you explode the tiling will NOT keep the original uv here, but it will be updated to whatever was in the joined object properties, which in a way makes sense, because how it worked before (also in 4) it would show the original mapping (which is good in a way) but it was not reflecting the settings in the mapping channel.

if you want to keep the UVs extracting mesh parts will still work though! i use extractconnected with 360 deg to extract objects sometimes

Now the whole thing is a bit cryptic to me, it must be a while ago but i believe to remember that there was a time exploding such joined meshes in v5 left the UVs as in pre joined state, and that is how it behaves in rhino 4
By kami
Hey Jeremy
Thanks for fixing it.
I also did not know about the extractconnected command. That is quite helpful too!
Maya plug-in MR 5.2

For instance, I'm pretty sure that people would […]


Hello Paolo, If you prefer not to buy the plugin […]


Welcome back Ivox! It's nice to see you around. […]

One more test to add. This time with a created HD[…]