I'd like to set a secondary UV set to store the object space vertex positions. Is there an easy way to do that?
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1$\begingroup$ Like, bake the object/world coordinates to an image texture using a different UV map? $\endgroup$– HISERODCommented Dec 17, 2020 at 2:39
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$\begingroup$ Nope. Like saving the 3D vertex position to a secondary UV coord. UV1 would be the texture mapping, and UV2 would have vertex positions. $\endgroup$– IanLarsonCommented Dec 17, 2020 at 2:53
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$\begingroup$ Could you possibly add an example to your question? I don't quite understand what you're looking for. $\endgroup$– HISERODCommented Dec 17, 2020 at 3:07
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$\begingroup$ 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. $\endgroup$– IanLarsonCommented Dec 17, 2020 at 3:15
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1$\begingroup$ Related blender.stackexchange.com/q/205342/86891 $\endgroup$– GorgiousCommented Dec 17, 2020 at 7:30
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1 Answer
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Sure with Blender3.0~newer with Geo modifier. You can store any data you want to UV2~UV8
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$\begingroup$ Sorry, In Bleder it can only store Vector2 data in UV channels. So maybe you have to store the Vector4 data to uv2+uv3. It's possibel $\endgroup$– jane LiaCommented Aug 29, 2022 at 9:06
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1$\begingroup$ Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can edit your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment. $\endgroup$ Commented Aug 29, 2022 at 11:01