I am trying to procedurally flatten out roughly one half of a sphere by using displacement. This would be easy to do by using Object or Texture Coordinates, but since I need these to be preserved for later steps, meaning every vertex keeps its original coordinates, I need to use UV Coordinates. Do you have any ideas how I can convert the UV Coordinates for a spehere generated by Blender to the initial Object Coordinates I would get without any displacement? The result should look roughly like this:
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$\begingroup$ Is there a reason not to be using Shape Keys for this? $\endgroup$– Robin Betts ♦Jun 27, 2020 at 19:44
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1$\begingroup$ Shape Keys are not supported by other applications I am using and I find them rather inconvinient. Thanks for the suggestion, though, I might look into this more, if I can't find another solution. $\endgroup$– RigidJun 28, 2020 at 0:35
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