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Hey. I made a smart material to instantiate across texture set as a base for a character i have multiple variations of. The UV map is identically laid out of the base texture on all of these. When I instantiate across texture sets, I run into two issues. 1. I have some information that is only intended for some of the UV map, present on all of it.
2. More importantly, i loose all color information. This is for even subsets of this texture. I can do it with other materials that already exist though, so I'm not sure what I'm doing wrong.
Any help is appreciated, thanks !
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Thanks for the report.
It's a bit hard to tell without seeing the project. Could you send me the .SPP file at cdellenbach@adobe.com with a link to this thread?
What do you mean by "I have some information that is only intended for some of the UV map" ? Did you mask some parts of the model, and if so, which tool did you use?
Let me know.
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Thanks. I've sent it to you via wetransfer. Yes I used black masks to mask out the parts that i didn't need for each part. The mesh is only seperated in a base and jobs so it's difficult to mask otherwise.
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Thanks for the file.
The answer is pretty simple, but cumbersome. Layer instancing doesn't work with paint actions (brush strokes, polygon fill, etc.). Therefore, all the layers with painted mask won't be visible with instance layers.
I advise you to make a Smart material out of the "Base Villager" group (RMB on the group > Create Smart Material). This way, you'll be able to quickly apply it on other Texture sets, but you'll lose the dynamic aspect of the Layer instancing.
Regards,