custom data in a mesh

custom data in a mesh

Anonymous
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custom data in a mesh

Anonymous
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Hi,

I need to store some information per face. Now I'm doing it by storing my data in additional texture mapping channel. I wrote a modifier to set custom data in such stream and I extract that data during a scene export.

Problem occurs when I collapse modifiers stack by converting to Editable Poly. It seems that 3dsmax is changing texture mapping channels during such conversion. Maybe because tesselation is changing or some optimalizations are done by 3dsmax.

Is there possibility to preserve texmap channel between object conversions? Or maybe there is a better way to store custom per-face data in a mesh?

Regards,
Slawek
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