As far as I can tell mapping channels have been coming through also in SR12, SRC13 and still internal 8.14.
I set RhinoCycles.VerboseLogging
to true
, add a pbr material, change its color and check RhinoCyclesShowLog
.
I get
11/5/2024 7:27:20AM :: 00:00:00.0073852 |> ChangeDatabase ApplyMeshChanges, deleted 0
11/5/2024 7:27:20AM :: 00:00:00.0000005 |> ChangeDatabase ApplyMeshChanges added 7
11/5/2024 7:27:20AM :: 00:00:00.0094469 |> HandleMeshData: 2308 .. 2500
11/5/2024 7:27:20AM :: 00:00:00.0102605 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
11/5/2024 7:27:20AM :: 00:00:00.0067162 |> HandleMeshData: 1 .. 2
11/5/2024 7:27:20AM :: 00:00:00.0000171 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
11/5/2024 7:27:20AM :: 00:00:00.0000243 |> HandleMeshData: 811 .. 1000
11/5/2024 7:27:20AM :: 00:00:00.0000159 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
11/5/2024 7:27:20AM :: 00:00:00.0004679 |> HandleMeshData: 417 .. 500
11/5/2024 7:27:20AM :: 00:00:00.0000120 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
11/5/2024 7:27:20AM :: 00:00:00.0001258 |> HandleMeshData: 2803 .. 4000
11/5/2024 7:27:20AM :: 00:00:00.0000346 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
11/5/2024 7:27:20AM :: 00:00:00.0002170 |> HandleMeshData: 2214 .. 3516
11/5/2024 7:27:20AM :: 00:00:00.0000310 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
11/5/2024 7:27:20AM :: 00:00:00.0061164 |> HandleMeshData: 758 .. 1000
11/5/2024 7:27:20AM :: 00:00:00.0000173 |> HandleMeshData: mapping 0 TextureMapping: (unnamed) (-1) R0=(1,0,0,0), R1=(0,1,0,0), R2=(0,0,1,0), R3=(0,0,0,1)
Adding a breakpoint I see I get UVs after creating those based on the mapping (surface mapping).
@jdhill is this still a problem for you?