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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

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

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