Merging mapping/vector changes per island to retain textures?

Sorry for the awful title, I have no idea how to word it.

So at its most basic I want to, using geometry nodes:

-Have a base mesh with UVs.

  • Delete faces of the base mesh based on an image texture using UV mapping.

-Create an extruded ‘shell’

  • Delete faces of this shell, but offset the original mappings location.

  • Have the merged base and shell retain corresponding, original UV (base) and offset UV (shell) for texturing.

I have included images outlining a current approach.

I am aware this is much easier task to accomplish in other ways - this query is a small segment of a much bigger node tree.

Thanks in advance!

Nodes

1
Base Geo (after subdiv) showing arbitrary texture

2
Base Geo + Delete faces

3
Base Geo + Shell. Shell ‘deletion mapping’ has been offset, but for texturing purposes it still retains the original UVs.

uv shell help.blend (1.4 MB)

Hi

You can use the Capture Named Attribute node to store the new UVs of the “shell”.

Good luck.

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Thank you! So simple, as always I was totally oblivious. Sorry to bug you more but do you have any idea on how to ‘merge’ the original and offset uv to be passed onto the shader/texture.

Here’s my current attempts which I am guessing is a totally wrong way to use the capture attribute - so I’m reading the blenddocs a bit more.

Check your spreadsheet and you’ll see the name of the UV attribute:

So, when you add a Store Named Attribute node to your network, you can select that Attribute:
image

So, just add your “mutated” UVs in, before the Join Geometry node:
image

Good luck.

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Aha! zeroskilz is definitely an ironic name dude cause you helped me so much. Thank you!!!

1 Like