
Is there really no way to change the UV channel for the thickness map on refractive materials? I can’t find anything like that, and changing the base UV channel will also change the channel that the thickness is read from.
Not being able to set the channel forces you to have zero overlap on UV0 which is incredibly inefficient for large objects with tiling textures and also makes your models look way worse because of all the seams you need to add when essentially doing a lightmap unwrap.
Just take a look at an organic model like this. There is no way to create overlap free UVs for this without adding a ton of obvious seams everywhere, it’s all more or less a single surface looping back on itself.
That means I can not use a thickness map for it, even though the pillars would really benefit from that. But there is no way I can separate those out of the island without overlapping the floor and ceiling that they are supposed to be seamlessly connected to.
This wouldn’t be problem if I could just have a separate UV map for the thickness with just the pillars unwrapped, and would also save a ton of space since the rest of the model has uniform thickness and could be scaled down to zero and put at the base of the pillar in the UV map.

