Hello,
I need to access uvw coordinartes outside of the 0-1 boundary, in a ShaderData.
In UV Edit mode, I scaled plane's uvw to go beyonx 1,1, but the coordinates passed to ShaderData.Output() always normalized to 1,1.
How can I access the actual uvs I need?
Maybe some trick on material tag?
Some external renderers use this workflow for UDIM textures, so it looks possible.
My plugin is in C++ but, but I made a simple test plugin and it has the same issue...
Py-ShaderUvw.pyp
def Output(self, sh, cd):
c = c4d.Vector( cd.p.x, cd.p.y, 0 )
return c
Here's how the UVW is setup, the viewport uvws are repeating...
Confirming that the UVW tag contains coordinates up to 2.0...
And the actual render is even stranger, it makes no sense...