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Eevee don't respect active UVmap
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Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.16

Blender Version
Broken: version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-02 21:33, hash: rB19dcb22a885d
Worked: (optional)

Short description of error
If you have an object with more than one UV map, Eevee will use the UV map that you have selected in the mesh properties, despite which one is the active one. This happen on viewport and render too.


Exact steps for others to reproduce the error
Just check the diferent uv maps while rendering.

Event Timeline

Jacques Lucke (JacquesLucke) triaged this task as Confirmed, Medium priority.Jun 5 2019, 4:55 PM

@Clément Foucault (fclem), just replacing CustomData_get_active_layer with CustomData_get_render_layer seems to solve the issue for me. Unfortunately, I don't know the implications..

For Eevee and Cycles, it should use the layer returned by CustomData_get_render_layer as the default UV map and vertex colors in materials, when no specific name is specified.

For overlays and texture color mode in workbench, CustomData_get_active_layer should be used so it shows the UV map that is currently being edited.

Hello, any news about this? Thanks.

Clément Foucault (fclem) raised the priority of this task from Confirmed, Medium to Confirmed, High.Jul 7 2019, 11:09 PM