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UV question

Posted: Thu Apr 04, 2013 11:52 am
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.

Re: UV question

Posted: Thu Apr 04, 2013 12:19 pm
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.

Re: UV question

Posted: Thu Apr 04, 2013 12:25 pm
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.

Re: UV question

Posted: Thu Apr 04, 2013 7:25 pm
by JDHill
Not sure what caused the behavior to change, but it should no longer occur in the next plugin build.

Re: UV question

Posted: Thu Apr 04, 2013 8:06 pm
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

Re: UV question

Posted: Fri Apr 05, 2013 11:00 am
by kami
Hey Jeremy
Thanks for fixing it.
I also did not know about the extractconnected command. That is quite helpful too!

Re: UV question

Posted: Mon Apr 22, 2013 4:46 pm
by JDHill
2.7.27 should fix this issue.