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Uv Cordinates


nomad

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hello everyone !!!

how can i render uv cordinates ??? (like other passes such as diffuse, specular, ....)

i believe it is the best way to build simply shader for it..

i found it - http://odforce.net/wiki/index.php/ShaderUnwrap .., but it is not exactly what i want. i am speeking about something like this - http://www.digitalartform.com/archives/200...p_now_or_u.html

:):):)

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Easy peasy:)

They're just rendering a 0-1 ramp in red for U and green for V, so in VOPs put down VEX Surface shader and wire "s" and "t" into a FloatToVector and put that into Cf. Now any patch surface (NURBs, Bezier, Mesh) you render will have that ramp in it.

If you want to use polygons, you'll have to do set UV coordinates and rather wire the uv output from the Shading Layer Parameter into Cf.

Enjoy,

Jason

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