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When tesselating on selected faces, Active UV Rotation is ignored
When tessellating a UV unwrapped mesh, if On selected faces
option is toggled on, it appears the, rotation based on the Active UV is ignored
Thanks for reporting @dimitarsp Which version are you using? the dev or the official one? I'm currently focusing more in the version for Blender 2.80 beta, but I'll try to keep the 2.79 stable.
I am using the version shipped with 2.79b. Will test to see if the same issue persists in 2.8 and will report
Hi @dimitarsp I tested the latest development version for Blender 2.79b and seems fine: https://github.com/alessandro-zomparelli/tissue/tree/dev1 The shipped version is a bit outdated...
This issue is in the current 2.8 version with multi materials and multi-components. If I use the UV map without the multi-components everything is fine. If not they are all over the place. BTW awesome plugin!
This issue is in the current 2.8 version with multi materials and multi-components. If I use the UV map without the multi-components everything is fine. If not they are all over the place. BTW awesome plugin!
Hi @HaasNL2 , thanks for report. Please try now if it works fine.
Wow nice for the fast reply! I tested it. And the direction works good. Only one issue, I used an interactive mirror part, which worked fine without the UV map. But with the UV map the mirror part is not a mirror anymore, both parts are the same in the Tessellation. Edit, it could be that I rotated the mirror surfaces in the model by hand.
@HaasNL2 Hi Haans, Can you please provide some images for understanding better?
As you can see in the image, the mirror part and the base part both point the same direction.
If I rotate one the other one rotates too. Could use workarounds in fixing this, but I think using a interactive mirror part is way more powerfull!
Hi @HaasNL2 , I'm not really sure of what is happening here, or what do you mean with "Interactive Mirror", but I was thinking that maybe if you use Global Coordinates, it could work how you expect it. Make sure that your components fill the space X [0-1] and Y [0-1]
Interactive mirror is just a linked mirror part. It has it's own part name and so can be used.
As I expected it just use a negative scale. Try to apply the scale. Please note that when you apply a negative scale, then you will have flipped normal directions. Or as I suggested, use a different Coordinate System during the Tessellation