Following the existing topic which has closed: [Bug] mesh.uv_at - wrong UV coordinates
My request is setting uv_coords with the SUMaterialType_Colored material for the faces by SUMaterialInput. As mentioned in above topic, colored material has no UV, and I have tested it by myself, that’s true…
So, I followed the “technique” Tomasz describes:
1 - make a component;
2 - edit it and paint it’s faces with a textured material (so UVs can be defined);
3 - position the textures on the face (so UVs are correctly configured);
4 - erase the material from the model;
5 - close the component edition and paint with any textured map;
6 - the material will be following the UVs set in 3.
7 - However, renderers cannot read it…
For the 7, it’s also a big problem for rendering.
first view is rendered UV in render (Enscape), second view is original UV in SU.
Is there a perfect solution for setting UV of faces with colored material not only for SU but the render?
Thanks for any suggestion.