Shader Nodes - Unique UV Layouts?

When applying the CG Cookie Intro video and the Voronoi noise textures to the screen, I noticed that the UV layout appears to change depending upon which shader node is currently active. I had adjusted the UVs to fix the stretching that was happening for the video 'texture,' but when I activated the Voronoi noise, the stretching appeared again and the shape of my UV island for the same exact geo was different. I'm guessing this might be explained during some more in-depth videos about the Blender shader system and UV unwrapping, but I was just curious if anyone could give some clarification on what was happening there. I've never seen a 3D program do that unless different layouts are deliberately being stored in their own UV channels.
  • TheRavensCurio replied

    Adding screenshots for clarity:
    024-07-31 104148.png024-07-31 104014.png

  • Martin Bergwerf replied

    Hi TTheRavensCurio ,

    The thing is, you have no image selected in the UV Editor, when you have the Voronoi Node Selected in the Shader Editor...hence the difference:

    Image_01.png

    Different Editors do not always sync in Blender, something to be aware of...(you'll get used to it and it will be an advantage in certain situations, but I must admit, it is not totally intuitive in the beginning)


  • TheRavensCurio replied
    MMartin Bergwerf

    Not sure how to tag you properly in my reply, but thank you for answering! I'm not sure I understand what you're trying to convey about the impact of the image selection though. Is the UV editor changing relative to the image that is selected at the time? I did notice that the MP4 was making the UDIM space look more like a rectangle whereas the Voronoi noise, without a background image, was shaped like the typical UV square. 
  • Martin Bergwerf replied

    Hi TTheRavensCurio ,

    My tag name would be @ Spikeyxxx (without the space, but I check everything anyway, so it's not necessary to tag me...

    What I mean, is that the Node you have Selected in the Shader Editor doesn't change the Image used in the UV or Image Editor:

    Image_02.pngImage_03.png

    So, I don't know what you are doing, but it's not because of whether you Select the Voronoi, or the Image Texture Node.


  • TheRavensCurio replied

    Huh, I really have no idea then. The only thing I did in order to see the change in UV layout was to change which node I had selected. Maybe there's a setting activated that I'm unaware of that is affecting things. In any case, it doesn't matter too much, I did manage to achieve the same texturing effect as the tutorial video. Perhaps, I'll be able to figure this out later after doing some other tutorials. 

  • Omar Domenech replied

    The thing is that the UV island displays correctly when the aspect ratio of your image is squared. Usually your textures are 512x512 or 1080x1080 or 2048x2048 and in those aspect ratios the UV islands displays correctly. But then if you load an image that is 1920x1080 and it's more rectangular and you load it up in the UV editor, the UV's will stretch to fit that "weird" aspect ratio they are not used not. Try it out and see for yourself.

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  • Martin Bergwerf replied

    Oh, I think I found it TTheRavensCurio .

    If you just Add a Noise  Node (like Voronoi), that Node is automatically Selected, but that isn't reflected in the UV Editor, if you then start switching between the Nodes, the Image in the UV Editor changes accordingly, just as you described.

    Never noticed that before, I must admit...That is indeed a bit of a weird feature (or is it a long-standing bug?).


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