I may be interpreting texture coordinates wrong, but I have a render target (256,256) and a render target with a draw material to texture node. Location is controlled by a MPC (ideally radius is as well), but the sphere is drawn at the top left coordinate instead of (0.5, 0.5) in the center.
I solved this issue by creating a second material that reads the texture such that:
- The first material converts the sphere mask to UV space with an offset (1/2 of the render target size).
- The first material is written to the render target with the “Draw Material to Render Target” node
- The second material reads in the render target and projects it onto the object by converting to UV space.
Reviving this old topic as I am curious how this works - how will Draw Material to Render Target work with Absolute World Position since the material wont be on the mesh? SceneCapture2D?