Are we have to convert face corner attribute to UV map again?

Just a couple weeks ago when I stored named attribute with a name “UVMap” it overwrites default UVMap in UV maps list and I could care less and do nothing but export straight to fbx.

Now I again have to do it manually converting attribute to 2d corners. Same as it was a year or so ago .

Is it actual roll back change or I am missing something ?

You’re probably missing something. UVs have always been a face-corner attribute (also, you don’t need to convert to 2d, 3d vectors also work the z attribute is just ignored).

Good luck.

Thanks zeroskilz
Just to make it clear. When you apply GN modifier an attribute named UVMap turns to be UVMap in the lists of UV sets?

On my side I got this list empty after applying and have to convert the attribute in Attributes list to 2d vector manually. Only after that it appears in the lists of UV sets.
Just a few weeks ago it wasn’t necessary.

test.blend (1.4 MB)

Maybe its an Alpha 4.0 thing… but you don’t actually need to do conversion…

See here… this before applying GN:


After applying GN:

You can see it created the UV map “foo” and added it to the list.

Thanks zeroskilz

Cool. I need to download 4 alpha :slight_smile:

Found my mistake. It’s actually irrelevant to Blender version. I set “store named attribute” as Vector/face corner and It should be 2d vector/face corner. Works perfectly well that way.