Geometry Nodes Fields Quick Tip: Working with UVs on Instances | Blender 3.0 Geometry Nodes Tutorial

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Here's a quick trick on how to work with UVs in geometry nodes fields, especially when it comes to geometry created in geometry nodes.

Want me to do this shit full time?

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Super useful! Hopefully Geo Nodes will support vec2s soon! Then we'll be able to use UVs directly again.

Erindale
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I have been looking for a solution to this problem for about 2 hours now. I was losing hope and I was almost just going to place instances manually to my object. "Realize instances" node doesn't apply the image texture properly for some reason. Your solution is so elegant and simple that I will now use this approach whenever I use geometry nodes. Awesome stuff!

Inferim
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Thank you!!!! 3 hours trying to get the UVs to work... finally I got it, thank you very much for this video.

Tomy-G
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really insightful video, definitely inspires a UV map study inside geonodes

chicao.do.blender
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damn, so usefull, thank you so much, you are lifesaver

anoobis
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hey, I was following your tip but when I add realize instances node there is no uv attribute on face corners. I can see the number of face corners but no attribute. any ideas? thanks for the video anyway, great work.

tavukdoner
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Thank you so much i've been struggling to find out why its not working for so long <_<

CaptainSnackbar
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Is there any way to make this work upon export? Being able to grab the UVMap attribute in the shader nodes is nice, but I'm struggling to get the UV's to stay when I export as fbx

hidi__
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Oh wow this is amazing, I had no idea on how to setup UVs, This is right in time. thanks: )

JustDThings
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In my case, I made a can with condensed drops and the texture of the can disappeared, it appeared along with the drops after plugging the "UV Map" node in the "mapping" vector...

lucasbiittner
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really helpful, thanks! hopefully we're closer to being able to change instances' properties like spherizing normals without having to realize and stack a data transfer modifier on top, but in the meantime this is a great fix for collapsed UVs

trek
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I'm using geometry node like array modifier.

is there any way to convert attribute 'uv map' to real uv maps on object?

dding_one
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Jesus Christ. You literally saved my life! Love you!

jirimasak
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Keep in mind you have to write the attribute name in the exact way it shows in the geometry notes table. In my case (Blender 3.1) it was UVMap instead of uv_map.
Thank you!

romulino
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boss, i procedurallly uv mapped a tree with instanced branches, added a vector attribute of a bark texture. It's seamlessly uv mapped which is beautiful. My problem arrives since the tree is also a geometry nodes system, with instances on instances, to make up for the branches and little branches, i also made the leaves part of the instance system for the tree. The procedural uv mapping for the geo node tree is effecting everything even the leaves. But the leaves have their own texture. My question is... how can i seperete the procedural uv mapping from the last instance which are the leafs themselves. So far my whole tree has a seamless bark texture. But i don't want the leafs to have the bark texture. Please help. I cant seem to find anyone online with this issue.

_casg
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This saved me from losing all my hair! Thanks for a great tip!

larsjaakko
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I don't have that node when i search?

zd
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Since the update the default UV map attribute is called UVMap. You have to type that in instead

smow
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I put in realize instances node,but there is no face coener data! I dont know why! TAT! help

starder
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And if we have a custom object with specific unwrap, can we export it too? or its not working at this point? Like im working with 3 low poly bricks where i baked high poly bricks for the texture, and i placed them with geo nodes etc but when i wanted to export them i had nothing, so i put a realize instance, but the texture is gone

Dhieen