Hi, everyone, first post here though I wouldn't say I'm exactly a new user. I've been using 3D Coat off and on for the better part of this year, and while I've been able to get most of my questions answered viewing many of the videos that have been made, I've been extremely stumped on this one particular issue:
How to bake out UDIM UV sets from the retopo room.
So many invisible walls with this one it seems... I can create PLENTY of new UV sets inside the retopo room and place unwrapped islands into any UV set I create... this part is easy and obvious. The issue is when I bake for PPP (non-displace/normal baking) and choose "UV MAP TYPING: KEEP UV", It collapses all the UV sets back into the default UV set completely ignoring the other UV sets I've made. What's the "correct" way of preserving each UV set?
The only workaround I've been able to come up with, is to move each UV set that isn't 1001/default to the next available UV space. When I do this, the bake works fine and I can see the UV sets I've moved out in the UV set list in the paint/UV rooms.
Only problem: 1) if two UV sets occupy the same UDIM/UV space, those get collapsed into it's corresponding UDIM set when baked from Retopo, and 2) it's becomes difficult to determine the area of each UV quadrant boundary after the immediate top/bottom/L/R spaces are filled. 2 quadrants in any direction and it becomes difficult to 'guess' if you've hit a border or not.
So my question to the forum is, what is the best way to preserve UV sets when baking out of the retopo room? Is there a numeric U/V value input when transforming islands within the Retopo UV toolset so there's precision with placement?
It may seem trivial but we rely on UDIM-based UVs for our pipeline and it just seems to me that I'm missing a critical workflow process/step or something and it would save me a lot of time if laying out of each UVset happened the way I would assume it should. I appreciate any feedback anyone has on the subject. Thanks!