I`m trying to recreate just simple unwrap through geonodes, but I can’t figure out what I’m doing wrong.
I have mesh with mirror modifier and seam edges and just want to get UV without mirroring, while not applying modifier
I`ve tired store attribute and capture attribute nodes, and also attribute as input in shader instead of UV, but in all cases my mesh is black after geonodes modifier
My problem was that it was not working at all, but seems that problem was in shader, I hoped that I can use regular UV input for mapping, but now I see it only works when I use attribute input instead. Just thought Geo nodes can overwrite UVMap.
You say I can use sharp or crease edges? how can I retrieve those attributes inside nodes? just use sharp_edge, crease_edge?