I have 2 mesh objects with custom planar mapping applied to each of them (same material).
When I join them, the mapping gets messed up. How do I make the resulting mesh vertices to remember the original texture coordinates?
Or - how to embed/bake the custom texture coordinates applied via mapping widget to the mesh vertices?
Answering my own question for now - the workaround I found is to export the meshes to *.obj format and bring them back - the texture coordinates are ābaked inā then.
I wonder if there is a way in Rhino to do it without resorting to this trickā¦
Hi @BrianJ, I think it would make sense to be a sticky option with ExtractRenderMesh commandā¦ at least I would find it very useful and logical. thanks
Bump, we constantly run into problems with this, when extracting render meshes from multiple objects that have custom UV mapping and joining them into one, the mapping gets all messed up. Workaround with having to export them as OBJ and import back as the only way to have UVās baked and join properly is cumbersome. A new command or perhaps just an option in -ExtractRenderMesh to ābakeā the MapUVs (just like Rhino does it for OBJ export) would be very helpful to have. Thanks
Just adding my voice here. Joining meshes messes up original texture coordinates, still having to export to obj and import back in which is pretty cumbersome. I know Rhino isnāt blender, but being able to join meshes would be really useful.
A few years on now and still I canāt join two meshes and not mess up the texture mappings with custom coordinates. Is there any hope here for Rhino 8? Thanks! John.
Can we please get this feature soon. Itās crucial when working with meshes, and using realtime renderers like Unreal via plugins like Datasmith. You sometimes want to combine meshes into one so that itās easier to use in UE, for various reasons, but you want that combined mesh to combine the material IDs of everything youāve combined. Iām sure other RT renderers work in a similar way. And most, if not all DCCs have had this feature forever. Itās a crucial part of the polygonal modelling workflow. Now I understand Rhino is focused on NURBS, but polygonal modelling features are becoming more and more important in Rhino, e.g., SubD, texture mapping, adding low quality props to the scene.