Hey!
I have a simple grid and I did a flatten and a layout. Somehow, I can't get the top-right corner of the grid (in UVs)to end precisely at 1, 1. I thought I'd give it a go in Vex.
Doing this sort of thing is easy in 3D. I'd use getbbox_max function, etc. I don't get how to do it on UVs instead of in 3D.
Any help is appreciated!
-Olivier
modify UVs with vex?
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- olivierth
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- 1184 posts
- Joined: April 2017
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- olivierth
- Member
- 1184 posts
- Joined: April 2017
- Offline
Ok!
So, I moved my grid in positive values (in the 3D viewport) with this point wrangle:
…And transferred the point positions to the vertex UVs by using a vertex wrangle:
…Now, the UVs are perfectly from 0 to 1 just like in the 3D viewport!
-Olivier
So, I moved my grid in positive values (in the 3D viewport) with this point wrangle:
vector min = getbbox_min(0); @P -= min;
…And transferred the point positions to the vertex UVs by using a vertex wrangle:
v@vertP = point(0, "P", @ptnum); @uv = set(@vertP.x, @vertP.y, 0);
…Now, the UVs are perfectly from 0 to 1 just like in the 3D viewport!
-Olivier
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