Since we’re not pulling mapping channels from the particles, why is the default on this 24? Shouldn’t it be 1 or 2? Seems like a waste of memory for meshes that probably have a high vertex count.
- Chad
Since we’re not pulling mapping channels from the particles, why is the default on this 24? Shouldn’t it be 1 or 2? Seems like a waste of memory for meshes that probably have a high vertex count.
I’m not sure where 24 came from. I guess it’s an in-house custom?
I believe map channels are stored sparsely, so using channel 24 won’t allocate 2-23 as well. Please let me know if I’m mistaken, or if this is causing problems for some other tool.
According to Channel Info, 1-23 are allocated. Now it may be that Channel Info is allocating them, but I doubt it.
Sure enough… I’ll take a closer look, and probably change the default to 2.
UVW 1 isn’t being used for anything is it?
I think people will want it to work with geometry meshing, and particles may carry texture coordinates.
Ah, ok.
The 24 is a hold over from Frost’s stint in vfx production. We selected 24 since it would be after any conceivable Map Channels. So its the next ‘available’ slot by default.
Now… in hindsight… that may not actually need to be the 24th, but its was selected that way by lazy frantic films rnd developers and has remained that way ever since