[Bf-committers] Latest Carve update

Ken Hughes khughes at pacific.edu
Wed Jul 15 18:58:36 CEST 2009


I tested your blend file with the current svn build and our booleans 
seem to handle multiple UV layers the same way.  Furthermore, I tried my 
test file here with two objects, each with 2 UV layers, and did a union 
using the Carve build and got acceptable results.  Could it be something 
with the way you created your .blend file?

Ken

Ken Hughes wrote:
> I didn't test with multiple UV layers... I'll try to check it tomorrow.
>
> Ken
>
> Joseph Greenawalt wrote:
>   
>> It seems to work fine when I do a union operation on two objects that
>> each have only one UV layer.  Performing a union operation on objects
>> with two UV layers results in either no UV layers/texcoords on the
>> newly created object, or a "mix" of the two layers coming through
>> (both layers are present, but only parts originating from one of the
>> objects have UV coords/texture assignments for the active layer, and
>> parts originating from the other object have UV coords/texture
>> assignments from the other layer).
>>
>> I also booted into Linux and tried with the 64 bit graphicall build,
>> with the same results.  It looks like the multiple UV layers are
>> causing some problems.  No big deal to me really if multiple UV layers
>> can't be supported, but it would be nice if the new texture
>> coordinates and texture face assignments carried over from the
>> currently active UV Layer (or rendering layer, whatever you think is
>> best) for each of the objects instead of being pseudo-random ;-)
>>
>> I've uploaded a test file here that should allow for reproduction of the issue:
>> http://jsgreenawalt.com/Downloads/Blender/Misc/SewerPipes_carve_union_test.zip
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