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
Base Geo (after subdiv) showing arbitrary texture
Base Geo + Delete faces
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)