This is a test of procedural UV unwrapping using geometry nodes. I targeted a simple cylinder since it provides a UV map (named uv_map) and I could compare my unwrapping to the default. Here is the node tree:
And the side-by-side results, left is the provided uv_map and on the right is my cyl_uv:
(I’ve not given the material info since it is a simple color grid fed by either one of the UV map vector inputs. The 3.4-alpha blend file is attached.)
My approach requires 3 UV Unwrap
nodes that are then packed and stored on a named attribute. It’s not that I think this is terribly complex, it’s just that I always wonder if there are simpler methods.
Feedback is always welcome.
cylinder-uvunwrap.blend (1008.8 KB)