I would like to bump up tis topic.
We need to be able to control the UV mapping of the default material in order to:
- Have components that can have no material but then, when painted with a material, textures fall into place;
- Import complex models with no materials but with predefined UVs;
- Being able to have render engines and game engines use UVs from our components in a controlled way.
This Default material UV mapping should be exposed in API or Ruby or whatever for developers to use.
PS: I’m aware that what the user perceives as a default material is, for the developer, a nomaterial, hence it has no UV mapping. So I’m aware this is a complex task but it’s needed nonetheless…