I'll try a new UV when I get unbusy again.
But I see this as RF being picky, when I can paint a texture in Photoshop for this 'unclean' UV and it will map and render just fine. Technically, there is nothing wrong with it, but RF just wants it done a particular way, which is fine.
Am finding other wet map glitchiness. The manual does not adequately explain how to set them up and neither did the tut vid I first saw. One really has to scour this forum to find out the gotchas.
Like the when I first saved TGAs they all rendered black for some reason. I read in another thread where you advised to always use BMPs. So am wondering if TGAs dont work then why are they even an option, and why does RF default to them? Then for some reason, Fusion wont load the RF saved BMPs for processing. I have to first convert them to TGAs thru LW.
If I simulate to say frame 100, stop and scrub back, the wet maps really ought to scrub but they dont. If I scrub back to say frame 50 and start simulating again, the wet map for frame 100 will render out on frame 50. I have to first jiggle settings to get it to update by closing and reopening RF and disabling and re-enabling the wet map.
Also, if I start out in 'wireframe' shading and switch to 'textured' it never works and instead continues to show only a wireframe(?). I have to first switch to 'smooth' then to 'textured' before the UV appears in GL, but it usually shows the original random image you have to apply to get it to work in the first place, instead of the current wet map. If I start simulating it does not show the wet maps, although they are saving out, but I usually see a jump in the way the wet map appears, on that frame I restarted on (this may be about my wacky LW generated UV). If I click on 'textured' again, it instead shows 'smooth' (?). I have to disable and re-enable the wetmap before the wet maps UV shows up. Sometimes I have to do this a few times before it updates. Glitchy.