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(Fixed) [HOU-1488] uv choice in popup for GradientRamp?
Hello corestudio , I am not sure what you mean with "UV choice", but if you want to use uv attribute to map the gradient, you should connect a " V-Ray UV Channel Named " to it's ""uvwgen" input.
Yeah, that's what I figured out (though I think I had to rotate the UV 90 to get it to match Redshift - and match what I would expect) but why not just add a "UV" entry in the pop-up, i.e. Circular, Box etc? Am I missing something obvious here? seems like by default if I make a gradient ramp it should just apply based on the UVs. Doesn't it work like that in Maya?
Those box, radial, linear etc. specifies the ramp type /how it looks/, not the way it will be mapped onto the surface. In Maya "V-Ray Channel named" equivalent is generated automatically, in 3dsmax it is integrated in the gradient node itself. I guess, uv attribute mapping is most common case, so we can implement it as default behavior, and only when it is need artists can override it with connecting other uvgen plugin. Is this sounds reasonable for you?
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