# How to create UV in one position and use in another position with Geometry Nodes?

**URL:** <https://blenderartists.org/t/how-to-create-uv-in-one-position-and-use-in-another-position-with-geometry-nodes/1412380>\
**Category:** Modeling\
**Tags:** geometry-nodes\
**Created:** [October 20, 2022, 4:43am UTC](https://blenderartists.org/t/how-to-create-uv-in-one-position-and-use-in-another-position-with-geometry-nodes/1412380 "2022-10-20T04:43:30Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![zeroskilz](https://blenderartists.org/user_avatar/blenderartists.org/zeroskilz/32/1089470_2.png) [@zeroskilz](https://blenderartists.org/u/zeroskilz)\
**Post date:** [October 20, 2022, 6:34am UTC](https://blenderartists.org/t/how-to-create-uv-in-one-position-and-use-in-another-position-with-geometry-nodes/1412380/2 "2022-10-20T06:34:51Z")

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Couple of solutions that generate UVs for the curve-to-mesh:

e.g.:

> [@z-Curve-Sweeper for Blender 3.0+ (Curve-to-Mesh with superpowers)](https://blenderartists.org/t/z-curve-sweeper-for-blender-3-0-curve-to-mesh-with-superpowers/1365277):
>
> Update: Face-Corner UV generation added for seamless UVs, thanks @quellenform for help. [Z-Curve-Sweeper] Available here for free: Does all the stuff from my previous node-groups (even-thickness, UV mapping, Z-Up project, etc.), and more (like curve-sweeps from points, profile curves output and mesh profile). Feedback welcome.

or:

> [@(Higgsas) Geometry Nodes Groups Blender 3.3/3.4/3.5/3.6](https://blenderartists.org/t/higgsas-geometry-nodes-groups-blender-3-1-3-0/1351737/87):
>
> Curve to Mesh UV [curve\_uv.blend](https://blenderartists.org/uploads/short-url/cX2l0UW4D7YgpQXStS5HnAO4gWD.blend) (149.9 KB)

or:

> [@Curve-To-Mesh with UVs node-group for Blender 3.0/4.0 (Geometry Nodes)](https://blenderartists.org/t/curve-to-mesh-with-uvs-node-group-for-blender-3-0-geometry-nodes/1362714/15):
>
> Hi, I’ve given up… face_exhaling any attempt to get to the edge-face-corners involve an equivalent amount of computation as you would need to just compute the indices in the first place, so it doesn’t seem like I can speed it up any more without making a tangle of non-sensical switches… cold_sweat Here is the final version of what will get integrated into the z-curve-sweeper. [Curve-To-Mesh-UV.0.1.blend](https://blenderartists.org/uploads/short-url/awKKd4muGn4KptU197HYJdu3q6B.blend) (133.6 KB) Works with any amount of curves and profile curves as inputs: Was…

Good luck!

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