odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Sun, 11 January 2009 at 7:38 AM
Now I've noticed that Poser actually doesn't care. If you apply a texture map, it basically treats it as a 1-by-1 tile and I get my figure textured as if the UVs where all done the conventional way. The only gotcha I've seen so far is that when you apply position-dependent nodes in the material room, you have to use the correct reference point. For example, when I tried out a procedural iris shader by bagginsbill, I had to move the UV center of the iris from (0.5, 0.5) to (0.5, 1.5), because that's where it is in my map. But you always have to make sure you use the correct reference points in such cases, and it shouldn't really matter that much whether those are in the [0,1] x [0,1] square or not.
With me so far? Well my question is: is there any good reason anyone can see why I should smash my UVs together into that one white square instead of leaving them the way they are?
-- I'm not mad at you, just Westphalian.