You have to duplicate the vertices. i.e. for every vertex that has the
same position but
a different uv coordinate you need to use a different vertex (for every face).

Greetings,

On Dec 12, 2007 8:47 AM, Alex Fuller <[EMAIL PROTECTED]> wrote:
> 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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