I have made a knitted mask in Blender using geometry nodes, I am trying to add some red colours to the edges of the mouth and stars but cant work out how?
Is there a way to get the geometry nodes to use the base colour from the original mask that the geometry nodes are referencing?
Thanks, Luke
Maybe with using a Sample Nearest Surface node set to Vector and using a UV-Map attribute for the value? That should give you the closest position on the UV Map from the original mesh
How do I get a UV map attribute and I assume that gets connected into the “Set Material” selection?
Sry, i haven’t been on the PC when i wrote that reply.
I assume, that you made a UV map for the original mesh to use as a Texture Coordinate in your material, right? You can find this UV map and its name in the Object Data Properties:
To access the UV map in Geometry Nodes, simply create a Named Attribute node with a Vector data type and write the name of the UV map in it like so:
After that, you want to use the Sample Nearest Surface node, to find out where your new geometry would be on the original UV map and store this information with a Store Named Attribute node. In the material of your new geometry, you can access this with an Attribute node and use it as the texture coordinate.
In the following example, i scattered some points on the surface of a cube. As you can see, depending on where the points are, they change the color according to what the color of the cube is:
Hope that makes sense!
1 Like