2
$\begingroup$

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:

enter image description here

$\endgroup$
2
  • $\begingroup$ Is there a reason not to be using Shape Keys for this? $\endgroup$
    – Robin Betts
    Jun 27, 2020 at 19:44
  • 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. $\endgroup$
    – Rigid
    Jun 28, 2020 at 0:35

1 Answer 1

2
$\begingroup$

Okay, so it seems I managed to get the Z-Coordinate by utilizing some of the formulars for circle segment calculation that I learned in school but have gone lost like many things. Here is the Node Tree, if anyone is interested: enter image description here

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .