I have this .obj file that I load up. It imports x-number different meshes and I have a single image I use for its UV Map.
Here is a playground I made before
When loaded up you click on the Generate Heat button and it generates random locations around the object (a jet). The code then locates the closest mesh/facet/point for each random location. It then finds the associated location on the UV Map (which is used on a dynamic texture) and paint a heat spot (several concentric circles of varying colors/alpha levels). The dynamic texture is then applied to the object… This works; however…
While the heat spot is centered at the correct location on the map, i get color bleed. You can see why here
but it should look like this
The center of the heat spot is where its supposed to be on the UV map… but it bleeds over to other mesh maps areas. The result is… uncool. Heat where it doesn’t belong.
Is there a way to confine the color to the mesh it belongs to?
And if not, are there examples of loading an OBJ file that has a UV Map for each of its meshes? Would that be a terrible course of action?