i have a really urgent problem over here which is kind of a showstopper at the moment. I have 2 different displacement maps where each of them needs a separate uv set and i need to multiply these two maps.
When using the result of the multiply as a color texture everything works fine, but as soon as i plug it into a displacement node it stops working,and both of the maps get the same uv-set information.
This won’t answer your question entirely, but some info:
Mental Ray integration has this same problem. We could never use anything but the main UV set for displacement. The obvious workaround is to find a way to bake the image from UVset2, into the main uv set. I’ve used zbrush for this myself, since we have it, and it works, but you can probably do it in Maya via baking textures.
In this case the workaround does not work, cause there are too many objects and i need INTUITIVE control, which is not given when i always need to bake before i testrender…
This should work straight away - there is no problem in the rendering code itself, since this renders fine in 3ds Max for example. Can you get me an example of this to vlado@chaosgroup.com?
May be the code that samples the texture for displacement doesn’t use a ray context with the correct render id, and the uv switch depends on that. That would explain why the uv linking works when the texture is used for color, and not for displacement. The export code is the same in both cases.
swap uv sets? We’ve done this once before I think. Color in uvset2, displacements in uvset1. I can’t help you with the code, but I can mess with maya;)