I would like to generate the uv coordinates in order to orient a texture perpendicular to the camera vector but within the extends of the object
the node “BoundingBoxBased_0-1_UVW” does something similar but orients the texture in three cartesian base planes; how can it be done in screen space but also depended on the dimension of the object?
It is, but instead of having a camera facing card it’s a camera facing texture on a volumetric 3d mesh, where only the texture is camera facing so you can still get a sense for the shape of the mesh
I’ve used it in the past mainly for VFX that indicate something to the player, in my case I had a panning striped material that showed where an object was going to be placed. Just using a sprite wouldn’t have conveyed the shape of the object. Having the coordinates scale with the object position gives you a better sense of the depth.