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A workaround can be to manually add the mesh name. I do this when I'm using multiple materials.
Hi Wes,
Would you mind elaborating on the above workaround?
I have a mesh with many submeshes. Multiple submeshes share the same material. What I would like to do is to convert UV to SVG all submeshes but create an svg per material, with random colors for the different submeshes.
Currently I can only do this manually, by enabling all submeshes for a same color and bake the svg, deselect all and select submeshes sharing the next material, and so on ...
Is there an automated way that I can bake an svg for each material? The manual way does work, but it becomes quite tedious when you have 200+ submeshes and 20+ materials ... all scattered around.
thanks,
Daniel