magneto Posted January 1, 2015 Share Posted January 1, 2015 Hi, If I have a UV map and specify a UV position like [0.2, 0.2], how can I convert this into a 3d position it belongs to in the scene in SOPs? Thanks and happy new years Quote Link to comment Share on other sites More sharing options...
Georgie Posted January 1, 2015 Share Posted January 1, 2015 (edited) No idea if that's what you're looking for but decided to give it a shot. Something else that comes to mind is duplicating and 'inflating' the geometry along it's normals and then using a VOPSOP with a Intersect VOP shooting rays in the negated normal of the duplicated geo to the original geo and storing the intersections in an attribute. edit; had written Ray VOP when I meant an Intersect VOP PfromUV.hipnc Edited January 1, 2015 by Georgie 1 Quote Link to comment Share on other sites More sharing options...
pezetko Posted January 1, 2015 Share Posted January 1, 2015 There is answer: http://gamedev.stackexchange.com/questions/83377/3d-position-of-an-arbitrary-uv-coordinate There is new example: pz_uv_to_3d_space.hipnc And there is old discussion with more examples:http://forums.odforce.net/topic/11577-world-position-from-uv-texture-coordinates/ 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted January 2, 2015 Author Share Posted January 2, 2015 Thanks guys. Petr's method is exactly what I wanted. Converting a UV coordinate into where it is on the 3d surface of the geometry. Quote Link to comment Share on other sites More sharing options...
Tesla's fan Posted January 2, 2015 Share Posted January 2, 2015 Maybe it can help you change_basis.hip 1 Quote Link to comment Share on other sites More sharing options...
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