06-03-2026, 11:54 AM
(This post was last modified: 06-03-2026, 12:03 PM by josemendez.)
Will experiment with this idea before Obi 8 is released, and consider the possibility to include it in Obi 7 to make lives like yours easier. Will let you know more shortly.
One possible avenue is to make a more general approach to transfer data between blueprints, that allows you to choose between world space or uv space spatial proximity, or particle index-based data transfers without an intermediate texture support. Something like Maya's Transfer Attributes tool: https://download.autodesk.com/global/doc...d30e168827
Essentially, you'd select blueprints A and B and have the data from A transferred to B using a variety of methods. This gets rid of data loss entirely (blueprint A would be your "base" blueprint that contains the data you don't want to lose, B the one you're iterating on) and doesn't require non-overlapping UVs. Downside is it doesn't allow you to work on your data outside of Unity.
One possible avenue is to make a more general approach to transfer data between blueprints, that allows you to choose between world space or uv space spatial proximity, or particle index-based data transfers without an intermediate texture support. Something like Maya's Transfer Attributes tool: https://download.autodesk.com/global/doc...d30e168827
Essentially, you'd select blueprints A and B and have the data from A transferred to B using a variety of methods. This gets rid of data loss entirely (blueprint A would be your "base" blueprint that contains the data you don't want to lose, B the one you're iterating on) and doesn't require non-overlapping UVs. Downside is it doesn't allow you to work on your data outside of Unity.

