hi,
the V axis have been reverse in the UVs editor but not internally. So you have to introduce a 1-V operation.
Float posX = cd->p.x;
Float posY = 1 - cd->p.y;
The same issue talked in this thread as you already pointed out
Cheers,
Manuel
hi,
the V axis have been reverse in the UVs editor but not internally. So you have to introduce a 1-V operation.
Float posX = cd->p.x;
Float posY = 1 - cd->p.y;
The same issue talked in this thread as you already pointed out
Cheers,
Manuel
MAXON SDK Specialist
@m_magalhaes Thank you, that works.
It would be super useful to have this piece of information on the Output() reference.
What about having the correct uvw on the viewport, is it possible?
@rsodre said in UVW coordinates in ShaderData.Output():
What about having the correct uvw on the viewport, is it possible?
you mean the render ?
MAXON SDK Specialist
@m_magalhaes Difference between the viewport uvs and render uvs.
This is the render, it is correct now, with uvs from 0..2:
But the material rendered at viewport does has normalized uvs (0...1):
hi,
I've opened a bug report for that.
The viewport should reflect as mush as we can the final render.
Cheers,
Manuel
MAXON SDK Specialist
hi,
the Shader is limited to 0,1 uvs space in the viewport.
That's exactly what you can see for example with the noise shader. Except this shader have a special mode (HQ noise) so they can be displayed properly.
You can also see that with the brick shader. (HQ Noise doesn't help in that case)
Cheers,
Manuel
MAXON SDK Specialist
@m_magalhaes Ok, is it going to be fixed on the bug report or is that a limitation we have to live with?
hi,
the bug report have been defined as a limitation.
It doesn't mean that it will never be fixed, but not now.
Cheers,
Manuel
MAXON SDK Specialist
And I'm still convinced that I had the same problem a while ago and managed to draw a custom preview via Draw() method. (There should be a BL entry)
But still, I don't know if I remember right.