Uploaded May 2022 | Updated September 2026, 2 weeks ago
Summary:
This video will go over how you can map each node or file texture to a different UV Channel or Coordinate of a Mesh. You can do this through UV Centric Relationship Editor but that dialog will not always shows all files/textures. For certain things like displacement this method will allow you to use the node editor to map each displacement or texture to a specific UV Channel/Coordinate of each mesh.
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Some Sample Python Code To Get You Started If You Want To Potentially Automate This
----
import maya.cmds as cmds
# Object You Want To Map To Different UV Channel/Slot
getSel = 'pCube1'
# Channel You Want To Use
channel = 1
# Get Shading Group Connected To Object
mtlList = cmds.listConnections(cmds.listRelatives(cmds.ls(selection=True), s=True), type='shadingEngine')
print(mtlList)
# Get Texture Connected To Color In Material
shading_node = cmds.listConnections(mtlList[0][:-2] + '.color')
print(shading_node)
# Get 2D Texture Node Connected To Color Texture
place2d = cmds.listConnections(shading_node[0] + '.uvCoord', type='place2dTexture')
print(place2d)
# Create A UV Chooser Node
uvChooser = cmds.shadingNode('uvChooser', asUtility=True)
print(uvChooser)
# Connect UV Chooser Node To Place 2D Texture uvCoordinate
cmds.connectAttr(uvChooser+'.outUv', place2d[0]+'.uvCoord', force=True)
# Connect Objects Chosen UV Channel To The UV Chooser
cmds.connectAttr(getSel+'.uvSet['+str(channel)+'].uvSetName', uvChooser+'.uvSets[0]', force=True)
---
Summary:
This video will go over how you can map each node or file texture to a different UV Channel or Coordinate of a Mesh. You can do this through UV Centric Relationship Editor but that dialog will not always shows all files/textures. For certain things like displacement this method will allow you to use the node editor to map each displacement or texture to a specific UV Channel/Coordinate of each mesh.
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Some Sample Python Code To Get You Started If You Want To Potentially Automate This
----
import maya.cmds as cmds
# Object You Want To Map To Different UV Channel/Slot
getSel = 'pCube1'
# Channel You Want To Use
channel = 1
# Get Shading Group Connected To Object
mtlList = cmds.listConnections(cmds.listRelatives(cmds.ls(selection=True), s=True), type='shadingEngine')
print(mtlList)
# Get Texture Connected To Color In Material
shading_node = cmds.listConnections(mtlList[0][:-2] + '.color')
print(shading_node)
# Get 2D Texture Node Connected To Color Texture
place2d = cmds.listConnections(shading_node[0] + '.uvCoord', type='place2dTexture')
print(place2d)
# Create A UV Chooser Node
uvChooser = cmds.shadingNode('uvChooser', asUtility=True)
print(uvChooser)
# Connect UV Chooser Node To Place 2D Texture uvCoordinate
cmds.connectAttr(uvChooser+'.outUv', place2d[0]+'.uvCoord', force=True)
# Connect Objects Chosen UV Channel To The UV Chooser
cmds.connectAttr(getSel+'.uvSet['+str(channel)+'].uvSetName', uvChooser+'.uvSets[0]', force=True)
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