Hi.
Not a straightforward question:
Is there a way to retrieve generated UV unwrapped as box in the UV image editor ?
Thanks for you answers
and happy blending !
Hi.
Not a straightforward question:
Is there a way to retrieve generated UV unwrapped as box in the UV image editor ?
Thanks for you answers
and happy blending !
bump on this one ?
I wouldn’t think that one would be, strictly speaking, practical, considering that Generated coords are 3D and UVs are 2D. I think it could be scripted though. I mean, they’re just vertex positions wrt. bounding box…
If this can be scripted, i surely can write a small script in unity for creatins those UVs…
lemme give some more explainations:
i got this:
and here’s what i want:
In blender i can easily achiere this with this shader:
but as unity3D needs a UV layer, it cannot work as those UVs are only generated internally in blender.
What i’d need is the internal UV generated by the box mapping…
I thing that with a nodes setup depending on object normalsgiving textures coords or a simple piece of py i could gen it in unity. The thing is that i got no idea of the math behind
Ah, you meant in conjunction with Box mapping… Well, you could always look at Blender’s source
lol okay, i won’t waste time searching in billion of code lines nor hundreds of bugs
I’ll find a simple way for doing this in unity, where some things remain simpler than in blender…
I asked coz i thought ( candidly ) there was a simple answer for simple thing…
… just forgot i was using blender
Happy blending !
Did it in unity and took me… Well 20 minutes
I’ll post a shot but cannot talk about the solution here as it’s unity stuff
Hehe sorry ! people with the same problem out of blender will have to find their own solution
It’s damn stoopid but it’s the law ROFLMAO…
A PM and i’ll be extremely pleased do talk dirty for this simple solution ^^
This just cannot be public…
Happy blending !
Too bad I didnt see this post earlier.
“tri-planar mapping” is often used for fast and simple texture projection.
Its easily accessed via the built-in unity shader graph.