Skip to main content
18 events
when toggle format what by license comment
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