When you merge two meshes with each 8 UVMaps which names are not matching, you get a mesh with 16 UVMaps (same goes for vcol layers).
This is not completely bad per se, as the 8 limitation is only at the shading (render) level. However, we should try to fix it - here are some solutions I can see: 1) Let code as it is currently, warning the user when too much layers get generated, and add tools to merge layers (in a same object). 2) Just drop the layers above limit number (easy to implement, but not user-friendly at all!). 3) Fallback to "non-matching-name" merging when we do not have enough room to create all needed layers (not really good solution either, imho, as it would give some rather unpredictable results on user POV). So I would rather go for 1)… We would probably also need some API from customdata.c to easily check the max number of layer is respected, and optionally merge or drop the supernumerary ones. Any feedback is welcomed here, as usual, especially if you have better ideas on how to handle this issue! Best regards, Bastien _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
