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"UV Local View" option useless in Cycles
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Description

System Information
Ubuntu 14.04

Blender Version
Broken: 2.72

Short description of error
I try to use "UV Local View" from View menu, but it hides texture even if used in material (cycles). So no way to setup on which of the open images will be show UV in this mode, except switching to render engine "blender render" and assign there.

Exact steps for others to reproduce the error

  1. Open blend: You will see, that render engine is Cycles, 2 different images in UV/Image editors and one of them used in material.
  2. In UV/image editor select View -> UV Local View
  3. All UV setups will hidden, even one that used in material

Workaround

  1. Set render engine to "blender render"
  2. Unpin one image, goto edit mode image will reset
  3. Select image in UV/Image editor's data block
  4. Go back to Cycles

Event Timeline

Can't edit:

---I try to use "UV Local View" from View menu, but it hides texture even if used in material (cycles).
+++I try to use "UV Local View" from View menu, but it hides UV faces even if image used in material (cycles).

Can you try 2.73rc? It should use material textures now.

Same problem in 2.73rc. Visibility of UV islands in this mode can be controlled only in the "blender render"

It does not work with Cycles because it is not supposed to be used with Cycles.

This option is relative to Image Textures directly assigned to Faces.
For Game Engine or Blender Render, you can directly assign Images Textures to Faces by opening Image in UV Editor wihtout setting up a material. You just have to activate a Face Textures option in material.

Cycles only use material textures that are connected to a shader node input and don't have this Face Textures option.

So maybe this option should be removed?

Campbell Barton (campbellbarton) changed the task status from Unknown Status to Unknown Status.Dec 29 2014, 11:11 PM

The option is useful and @Antonis Ryakiotakis (psy-fi) even got this working for Cycles recently, it just happens that Cycles doesn't use TexFace.

So while the reporter is correct, this is currently workign as expected (based on materials while cycles is enabled)

I just struggled with a UV issue I think because of this, so I think this is an issue even for Cycles users.

Working in Cycles but updating UV mapping, and was unable to unwrap all faces to same space, I guess because of TexFace assignment.

Was only able to get success after switching to BI temporarily, reunwrapping problem faces, switching texture in UV editor, then going back to Cycles.