Hello Patrick & all,

I would also like to know if this is possible too, as I have plans of making
two UV sets for some surfaces (one for tiling textures and one which has
unique face spacing inside 0.0 to 1.0 of the UV space for like prerendered
lightmaps from maya or blender as an example). That gives me an alternative
second case, could I specify how much a texture subdivision I could have in
either U or V without making the UV's go passed 0.0 to 1.0? I'm guessing
this could just be a shader tweak, this would solve my issue without needing
a second set quite nicely :) and might solve your problem Patrick unless you
have a different need which can only be done with diffierent UV sets.

Thanks all

-Alex "MistaED" Fuller

On Dec 12, 2007 6:01 PM, Patrick Ye <[EMAIL PROTECTED]> wrote:

> Hi guys,
>
> After reading through the user's manual, it seems to me that you can
> only specify 1 set of uv coordinates for the vertices of a genmesh
> object. However, since uv coordinates are defined per face, this would
> be a problem if a vertex shared by multiple faces actually has
> multiple uv coordinates, and I believe such cases are not rare. It
> also seems that the thingmesh objects can support the multiple uvs per
> vertex pretty well, but the user's manual also says that it's obsolete
> and people should use genmesh instead.
>
> I'm rather confused here. So, is it actually possible to specify uv
> coordinates for the vertices on a face-by-face basis? If so, would it
> be possible for you to provide an example file?
>
> Furthermore, I understand that thing meshes are obsolete, so does this
> mean that it won't be available in the future releases of CS?
>
> Thanks a lot.
>
> Patrick
>
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