Timeline for Is there a way to store vertex positions in a UV set?
Current License: CC BY-SA 4.0
18 events
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Nov 26 at 17:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jul 27 at 12:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Mar 28 at 10:08 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Nov 22, 2023 at 1:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jul 16, 2023 at 17:37 | comment | added | Nathan | You can store it, but you need to use 2 additional UV maps, because each contains only 2D data. You can store X+Y position in one map and Z position in another map. This is easily enough done with a project-from-view operation from aligned, ortho views. | |
Jul 16, 2023 at 17:07 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Mar 18, 2023 at 13:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Nov 17, 2022 at 22:06 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Aug 29, 2022 at 2:23 | answer | added | jane Lia | timeline score: 0 | |
Dec 17, 2020 at 7:30 | comment | added | Gorgious | Related blender.stackexchange.com/q/205342/86891 | |
Dec 17, 2020 at 3:31 | comment | added | HISEROD | Afaik, that's how it is in Blender. Perhaps you should post a question that describes your overarching goal. | |
Dec 17, 2020 at 3:23 | comment | added | IanLarson | Is blender only capable of storing 2D information in texture coords? It's very common for game engines to use texture coords for all sorts of additional vertex information. | |
Dec 17, 2020 at 3:19 | comment | added | HISEROD | I'm still a little confused. In UV space, there are only 2 axes to store positional vertex data: the U axis and the V axis. The only way to fit 3D into 2D is to project it. | |
Dec 17, 2020 at 3:15 | comment | added | IanLarson | It's pretty simple. If a vertex's position is (0.0, 1.0, 3.0), i want to save that value to that vertex's second UV channel. So, instead of UV2 holding a 2D texture coordinate, I want it to store a 3D position. | |
Dec 17, 2020 at 3:07 | comment | added | HISEROD | Could you possibly add an example to your question? I don't quite understand what you're looking for. | |
Dec 17, 2020 at 2:53 | comment | added | IanLarson | Nope. Like saving the 3D vertex position to a secondary UV coord. UV1 would be the texture mapping, and UV2 would have vertex positions. | |
Dec 17, 2020 at 2:39 | comment | added | HISEROD | Like, bake the object/world coordinates to an image texture using a different UV map? | |
Dec 17, 2020 at 1:58 | history | asked | IanLarson | CC BY-SA 4.0 |