Khai-J-Bach opened this issue on Aug 27, 2010 · 1684 posts
odf posted Sat, 18 September 2010 at 8:50 PM
Quote -
Quote - because of the way texture coordinates are handled, we have to cut the mesh apart at texture seams and material boundaries. There's no way of telling Lux that these are no real boundaries
Didn't I read something about it in the "Exporter developer's wish list for v.0.8" thread, over in the Lux forums?
I seem to remember seeing someone suggest an additional parameter to the mesh primitive, which would be a list of pairs of vertices to be 'sewn' (or 'welded', in Poser lingo) together. Unfortunately, I can't find that post at the moment. That's not an ideal solution from the point of view of exporter developers, but it looks like one that might be relatively simple to implement in Lux. So hopefully, they'll get on it soon.
-- I'm not mad at you, just Westphalian.