View Full Version : LWM 2018 new features: default UV map??

05-04-2018, 12:19 AM
From the HELP files:

Default UV Map
You can now create a default UV map in Modeler. It is represented in the interface with a bullet by the name. The major benefit will be that a specific UV map will not have to be defined, leading to much faster UV workflow. The default UV map will also be used in Layout for the Surface Input node's U, V and dU, dV outputs.

What does this mean??? :stumped:

05-04-2018, 10:00 AM
Pretty much what it says. The LW2018 Create UVMap panel has a new option (among others):


When a UV texture is set up as Default, the pulldown in the lower-left of Modeler for Textures has a dot by the Default UVMap, and the U and V outputs of the Surface Input node are relative to it:


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For the example, I just used U to increase the Red channel and V to increase the Green channel (with Blue being the default of 1.0) to create a color gradient showing the default UV map, then used as the Background Color for a separate UVMap for the Sides with an alpha-channel Image mapped to it.


05-08-2018, 07:47 AM
And also that you don't need to explicitly choose which uv map to use, just use Object UV rather than UV Map.