Convert corner attribute to UV map in GEO nodes.
Currently the user can manipulate UV data of objects in the geometry nodes which is very useful for procedural UV work.
Ideally, when the user has applied the geometry nodes mesh, they can then retain modified UVs as a UV map which is agnostic to most 3D software and game engines.
So we could have a new vector output attribute option called 'UV map' which takes facecorner attributes and applies that in real time as a UV map.
Then the user can see the procedural UV edit live without switching inputs in the shader editor from UV to attribute. They can have interchange set to apply meshes with confidence to know that the output UVs are compatible with most game engines and software.
Here's an example of someone trying to solve this issue with python:
devtalk.blender.org/t/convert-face-corner-attribute-to-uv-map/22132
And some more info on how UVs work in geometry nodes:
6 Comments
Yes this is a must have. Looking at setting up workflows atm, and I'm going to have to script around this problem currently.
It is madness, what is a point of geometric nodes if u lose all uv information?
yes please! I can't believe there isn't an easy way to keep your original uvs from the meshes you are instancing. It makes anything I make in geo nodes be mostly useless as I need to export stuff outside of blender!
Dev status marked as Done. Does this mean we can write UVmaps as OP called out that we can export via Alembic or USD? Not just UVs as data we can use within Blender? I can't seem to find it anywhere. Perhaps RCSelect "Done" points to changelogs and I just can't find it.
Really looking forward for an update on this matter. It's an important missing feature. Just not loosing any UV while instancing would be really nice. :)
Edit: Nevermind, working in 3.5 :D
Why the down-vote? What's to dislike about improved workflow?