Ive got a question concerning a uv mapped mesh. In blender internal when you select a mesh and go into edit mode it shows the UV map with correct UV texture. However in cycles i dont see this behavior, is this cause of the preview mode in cycles? I remember in earlier version a preview or view node need to added to the mat.
Im remembering something like that. But it doesnt seem to switch to the proper texture in the UV editor.
Ive made a screengrab, also tried it again using node materials. Perhaps that was the cause, i know when switching between engines uv sometimes need to be uv unwrapped again?
In the preview under cycles the doesnt switch to used uv texture like BI. PS im not talking about the preview in the 3d viewport, i mean the UV editor… hope im a clear here
Okay ill try to explain it better, i was perhaps a bit unclear. I sometimes use the BI because it shows the UV map without a hustle
When a object has a UV map or a material with a texture when the mesh is selected in the viewport in the uv editor it switches to the correct texture. I dont see this happening with cycles.
SO in the scene ive added, when i select the asphalt in the uv editor it switches to the correct texture. In cycles not happens and it keeps show the last chosen texture. I find this very confusing…
I just use blender as modeller and use thea render to render. I sometimes use cycles to quickly see how uv maps show on the mesh. What i like from the BI is that function that it shows the correct UV texture when a face is selected.
The example was to show the function wish seems different in both uv editors together with the viewport.
In BI when you select a face the uv editor switches to the corresponding texture in the UV editor. This does not happen when engine is set to cycles. In BI it doesnt even matter if its a cycles mat, its the function what im after.
I just dont understand the part why BI does show it in UV editor and cycles not. its not some kind of setting right? It also doesnt show when mesh has single material or uv map. It seems like functionality missing. Each time youll edit a mesh or want to check its uv map on the texture youll need to find it in UV editor, thats a lot of double work as it seems to me
Blender internal can show face assigned textures in textured viewport shading mode (default multitexture), and material assigned textures in material viewport shading mode (glsl). Cycles shows selected image texture node in textured shading, and tries to show material output in material shading but those preview modes aren’t very reliable. Render preview is most reliable with it, which of course doesn’t help much with texture painting.
Enable node wrangler addon and you can ctrl+shift+select a node, the addon connects it to the material output (shader directly, or emission shader in between for everything else). Switch viewport to material or rendered viewport shading to see the result.
I think your not understanding what im trying to explain here. Let me try it again.
The model has already been uv unwrapped and a texture has been assigned. Now when you come back to a model and go into edit mode, if you than select a face in the uv editor it shows the correct texture in BI. In cycles only the last image selected will show and will keep showing that when you select a different texture. In BI it switches depending on which texture it got when it was UV unwrapped.
Okay i try that, im not sure this is a bug. Ive noticed this for a very long time and just took it as okay… Ill try to make a report, not sure how to do so but it think it will present it self clearly on how to do so.