The tree generator is pretty awesome but I would like the option to disable the the per vertex wind info (which uses the secondary uv channel).
The reason I want to disable this is because I want to be able to lightmap some of the trees made with it, and the Beast implementation will not generate lightmap uvs if they already exist on the mesh.
The only way I can think of getting around this would be to run an editor script that removes the second uv channel on the generated mesh, but it would be nice to be able to just have a tree generator not populate uv2.
Hey Kurt,
thanks for the input. We’ll certainly consider that and I’ll let you know here if it happens.
Otherwise, as you correctly noted, it’s possible and quite easy to do with a script, so until then – please use that as a workaround. If there’s any problem with that approach now – please let me know.
Im trying to clear the meshes uvs using this code:
class ClearUV2 extends Object {
@MenuItem ("Tools/Clear UV2")
static function Clear() {
var sel = Selection.activeObject;
if (sel == null) return;
if (!(sel instanceof Mesh)) return;
sel.uv2 = new Vector2[0];
sel.RecalculateBounds();
sel.Optimize();
EditorUtility.DisplayDialog ("", "Cleared uv2 on "+sel.name, "Ok");
}
}
after running the script on the mesh and viewing the mesh preview it says it has “uv,colors”, whereas before running the script it says “uv,uv2,colors”, but beast still doesnt generate uvs for the mesh. Any idea why this could be happening?
And after writing that above text I just tried duplicating the generated mesh and it works as it should It must have something to do with beast caching what meshes it should be uving and not updating it properly.