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I'm trying to figure out how to use the Pack UV Islands node but I don't have a good enough understanding of geometry nodes to know how it's supposed to be used and my searches haven't shown many examples.

The reason I want to do this with geo nodes is that I'm masking geometry non-destructively using modifiers and would like to keep the modifiers while repacking the UVs that I have (in my second UV set) procedurally, so that whenever my mask is changed, the UVs change without requiring modifiers to be applied.

enter image description here Here's my attempt, which isn't really doing anything helpful at the moment.

Any idea if and how I can accomplish this with geometry nodes?

John O
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Use "Store Named Attribute" instead. It's not better, it's just that then it's clearly visible if you:

  • set the attribute in the correct domain, which is face corner.
  • give the attribute a correct name, which I imagine is LightMapUV (to override the old attribute).

In your case you probably set it to a vertex domain instead - which you can see if you press N inside the node editor area:

Other than that, perhaps you don't know that the UV Map is originally stored using a legacy datablock, and it is converted to an attribute inside your geometry nodes. Unfortunately since Blender is undergoing a migration towards the attributes (hence the term "legacy"), the shaders still read from the old data-block; in order to read from an attribute, use the "Attribute" node in your shader. If for some reason you want to use the legacy data type for your UV Map, take a look here:

How to apply Geometry Nodes with UV maps?

Markus von Broady
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