Hi,
I want convert my geonodes to mesh but I thing textures lose UV information how fix this?
Noone cant help me?
Hi @Planet_yo,
Here’s a method that will work ![]()
Firstly, be sure that the mesh that you are instancing in the Geometry Nodes is ‘real’ ( ie … not created in the Geonode itself ) it looks like yours is a ‘card’ with a grass texture. It also needs a valid uvmap ( which yours presumably has ).
Using the realize-Instance node collapse your modifiers so that you have your single mesh.
With only this mesh selected, go into edit mode and separate by loose parts:
This will make each individual ‘card’ it’s own mesh.
Return to Object mode, and with these meshes all selected ( they should be by default) , SHIFT select you’re original ‘card’ ( the one you used for the instancing ) and then copy the uvmaps across with …
You material should immediately appear on each.
SHIFT-select again your original ‘card’ to Deselect it, then if you want to recombine all the separate meshes from the geometry nodes Use CTRL-J to join them all back into one mesh.
Hope that’s of help,
Cheers,
Dj
Thanks but not working ;(
Hmmm, at which step ?
I make step by step as you say but texture still without UV
Can you upload your file ? and I’ll take a look at the set up.
Here’s a file I’ve made to approximate what I think you have. ( I’ve used a proceedural texture to avoid uploading a texture image).
Grass_GeoNodes.blend (877.9 KB)
It looks like this ![]()
The ‘floating’ grass is the object I’m using to instance.
This is before any of the steps I’ve outlined above.
Dj
Hmm your grass working I will check one more time tomorow becouse now I must go work I will write later, for now thank you
Ok now I know were is problem and I thing you cant solve it, I have one texture multi grass leafs I cut one plane for multi different planes and make geonodes as collection not one object so I thing its not possible read UV from multi planes, I start hate Blender you finish some project and after that you cant convert to what you want.