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MPxNode derived plugin that add faces + MultiUV + MultiMaterial = fail
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Reproduction step
- Create a customized plugin
- Grab meshOpCmd or splitUV from devkit sample
- Pull every extra argument, plugs and mesh operation out and
- Replace fty's doIt method with:
- using mfn mesh addPolygon, add 1 new triangle to the mesh
- In Maya,
- Create some mesh that have at more than 1 faces. (do not delete history)
- Copy uv to new uv set.
- Make some modification to either uv set (this step may be optional)
- Assign at lease some faces to different shaders
- Apply customized plugin to mesh
- Apply any shaders to the new face
- New face's shader will look fine at this point, but will turn green when switching to another UV set.
- New face might look fine again when reassigned, but will turn back to green on UV set switch.
*On some large test mesh, cannot assign material to new face at all.
*only appears to happen to mesh with history
I think it might be an issue with component part id but can't find any documentation on a proper way to manage this manually. Any pointers will be great. (I have tried assigning group manually using MFnMeshData too, with no improvement)