I am attempting to create UVs for a series of 3D brush strokes. I only have the mesh data which is built like amorphous tubes as seen in the images below.
If I were doing just a few of these I suppose I would define a seam and unwrap, however I have hundreds of these strokes so this is not feasible.
Anyone have ideas of how I can create some cylindrical UV coordinates out of these meshes?
My idea was to try to generate a spline along this path and then generate UVs from that, but I do not know how I can do that!
Edit:
So I was able to get part of the way there, using this tutorial (which is very good): https://www.youtube.com/watch?v=02XNGOVpSV4
However I still have some issues:
- This method uses world normal to generate the seam, which doesn't produce a very nice result. I would like to somehow intelligently generate one of my texturecoords along a spline that would pass through the middle of this geometry (I don't care about the other axis as much)
- This adds the generated UVs to a namedAttribute, which I am not able to set as an actual UV map. See this issue here: How to convert UVMap attribute to UV map in blender 3.6


It's sorta like finding the centroid along the volume and creating a curve. Obviously deciding which way is "up" would be an issue, but I feel like there should be a way to at least trace along the stroke. Maybe something with ShrinkWrap
– nturley Aug 23 '23 at 16:16