I have a complex object with a complex UV map that has a 3D mask of a 2D texture twisted into a flattened cylinder positioned in world coordinates at the center of the world. Here is the mask code that is included.
Example of shader work -
I have a question, how to save the result of the shader’s work on the object in a separate texture taking into account the UV mesh of the object to which the material is applied? I know about “Draw Material to Render Target”, but it only saves the texture itself without my modifier. To clarify what I mean, I am attaching screenshots.
This is what should be -
And what do I get as a result of working with “Draw Material to Render Target” -
I also attach the code -
For ease of testing, I call the event itself by pressing a button, and also for ease of testing I use the variable “True Or False”.
If anyone has any ideas on how to keep this mask for an object in one position relative to the object, please post your ideas hot to make it.
Hello,
It sounds like you’re working with a 3D modeling or rendering project! To help you with the mask code, I’ll need more details. Please share the code snippet and specify the software or programming language you’re using (e.g., Blender, Maya, Python, C++, etc.). Additionally, describe the desired outcome or issue you’re facing with the current implementation. This will help me provide a more accurate and helpful response.
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I have attached all the information, all the code and the principle of its operation, but I can explain the expected effect in more detail.
I need some program (modifier) that will cut or apply a new material to the area of the object that is inside some cylindrical figure. Moreover, this figure is a changeable skeletal mesh without animations, but its bones have a dynamic size depending on the player’s preferences. After some event (let it be an interface button for now, something like “Confirm changes”), I need to save the place where my modifier was applied as a texture, so that I can later use it as different masks in the material graph. This should be a very complex program that should take into account the UV mesh of the object and draw a texture on top of it.
Therefore, I want to know how to draw a texture taking into account the UV mesh when using such a modifier.
I can change my approach if you tell me what tools are available for this. For example, I’m currently trying to do this via “StensilBuffer”, but I’m not too happy with the result, and it also imposes restrictions on the type of material used and still doesn’t allow saving the result of the modifier’s work to a separate file, so I’d be glad for any help from your side!