<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[UVW coordinates in ShaderData.Output()]]></title><description><![CDATA[<p dir="auto">Hello,</p>
<p dir="auto">I need to access uvw coordinartes outside of the 0-1 boundary, in a ShaderData.<br />
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.</p>
<p dir="auto">How can I access the actual uvs I need?<br />
Maybe some trick on material tag?<br />
Some external renderers use this </p><div class="embed-container">
<iframe class="embed-video" src="https://www.youtube.com/embed/w-lwKwDSJYs" frameborder="0" allowfullscreen></iframe>
</div> for UDIM textures, so it looks possible.<p></p>
<p dir="auto">My plugin is in C++ but, but I made a simple test plugin and it has the same issue...<br />
<a href="https://developers.maxon.net/forum/assets/uploads/files/1614620145240-py-shaderuvw.pyp" target="_blank" rel="noopener noreferrer nofollow ugc">Py-ShaderUvw.pyp</a></p>
<pre><code>def Output(self, sh, cd):
	c = c4d.Vector( cd.p.x, cd.p.y, 0 )
	return c
</code></pre>
<p dir="auto">Here's how the UVW is setup, the viewport uvws are repeating...<br />
<img src="https://developers.maxon.net/forum/assets/uploads/files/1614620372040-screen-shot-2021-03-01-at-14.39.07-resized.png" alt="Screen Shot 2021-03-01 at 14.39.07.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">Confirming that the UVW tag contains coordinates up to 2.0...<br />
<img src="https://developers.maxon.net/forum/assets/uploads/files/1614620277971-screen-shot-2021-03-01-at-14.11.17.png" alt="Screen Shot 2021-03-01 at 14.11.17.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">And the actual render is even stranger, it makes no sense...<br />
<img src="https://developers.maxon.net/forum/assets/uploads/files/1614620457566-screen-shot-2021-03-01-at-14.38.36.png" alt="Screen Shot 2021-03-01 at 14.38.36.png" class=" img-fluid img-markdown" /></p>
]]></description><link>http://developers.maxon.net/forum//topic/13215/uvw-coordinates-in-shaderdata-output</link><generator>RSS for Node</generator><lastBuildDate>Sat, 14 Mar 2026 09:31:55 GMT</lastBuildDate><atom:link href="http://developers.maxon.net/forum//topic/13215.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 01 Mar 2021 17:34:57 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Fri, 12 Mar 2021 12:26:32 GMT]]></title><description><![CDATA[<p dir="auto">hi,</p>
<p dir="auto">I don't see how we could do it with the Draw Method in a efficient way.</p>
<p dir="auto">Cheers,<br />
Manuel</p>
]]></description><link>http://developers.maxon.net/forum//post/66077</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66077</guid><dc:creator><![CDATA[Manuel]]></dc:creator><pubDate>Fri, 12 Mar 2021 12:26:32 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Thu, 11 Mar 2021 10:47:50 GMT]]></title><description><![CDATA[<p dir="auto">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)<br />
But still, I don't know if I remember right.</p>
]]></description><link>http://developers.maxon.net/forum//post/66068</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66068</guid><dc:creator><![CDATA[mp5gosu]]></dc:creator><pubDate>Thu, 11 Mar 2021 10:47:50 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Thu, 11 Mar 2021 08:20:38 GMT]]></title><description><![CDATA[<p dir="auto">hi,</p>
<p dir="auto">the bug report have been defined as a limitation.<br />
It doesn't mean that it will never be fixed, but not now.</p>
<p dir="auto">Cheers,<br />
Manuel</p>
]]></description><link>http://developers.maxon.net/forum//post/66065</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66065</guid><dc:creator><![CDATA[Manuel]]></dc:creator><pubDate>Thu, 11 Mar 2021 08:20:38 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Wed, 10 Mar 2021 20:30:51 GMT]]></title><description><![CDATA[<p dir="auto">@m_magalhaes Ok, is it going to be fixed on the bug report or is that a limitation we have to live with?</p>
]]></description><link>http://developers.maxon.net/forum//post/66061</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66061</guid><dc:creator><![CDATA[rsodre]]></dc:creator><pubDate>Wed, 10 Mar 2021 20:30:51 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Wed, 10 Mar 2021 09:52:21 GMT]]></title><description><![CDATA[<p dir="auto">hi,</p>
<p dir="auto">the Shader is limited to 0,1 uvs space in the viewport.<br />
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.<br />
You can also see that with the brick shader. (HQ Noise doesn't help in that case)</p>
<p dir="auto">Cheers,<br />
Manuel</p>
]]></description><link>http://developers.maxon.net/forum//post/66054</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66054</guid><dc:creator><![CDATA[Manuel]]></dc:creator><pubDate>Wed, 10 Mar 2021 09:52:21 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Tue, 09 Mar 2021 08:24:38 GMT]]></title><description><![CDATA[<p dir="auto">hi,</p>
<p dir="auto">I've opened a bug report for that.<br />
The viewport should reflect as mush as we can the final render.</p>
<p dir="auto">Cheers,<br />
Manuel</p>
]]></description><link>http://developers.maxon.net/forum//post/66048</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66048</guid><dc:creator><![CDATA[Manuel]]></dc:creator><pubDate>Tue, 09 Mar 2021 08:24:38 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Thu, 04 Mar 2021 21:19:03 GMT]]></title><description><![CDATA[<p dir="auto">As far as I remember, Viewport drawing is handled in Draw() method.</p>
]]></description><link>http://developers.maxon.net/forum//post/66025</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66025</guid><dc:creator><![CDATA[mp5gosu]]></dc:creator><pubDate>Thu, 04 Mar 2021 21:19:03 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Thu, 04 Mar 2021 19:51:22 GMT]]></title><description><![CDATA[<p dir="auto">@m_magalhaes Difference between the viewport uvs and render uvs.</p>
<p dir="auto">This is the render, it is correct now, with uvs from 0..2:<br />
<img src="https://developers.maxon.net/forum/assets/uploads/files/1614887462028-screen-shot-2021-03-04-at-16.45.59.png" alt="Screen Shot 2021-03-04 at 16.45.59.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">But the material rendered at viewport does has normalized uvs (0...1):<br />
<img src="https://developers.maxon.net/forum/assets/uploads/files/1614887468509-screen-shot-2021-03-04-at-16.46.24.png" alt="Screen Shot 2021-03-04 at 16.46.24.png" class=" img-fluid img-markdown" /></p>
]]></description><link>http://developers.maxon.net/forum//post/66024</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/66024</guid><dc:creator><![CDATA[rsodre]]></dc:creator><pubDate>Thu, 04 Mar 2021 19:51:22 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Tue, 02 Mar 2021 16:38:05 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/forum/user/rsodre">@<bdi>rsodre</bdi></a> said in <a href="https://developers.maxon.net/forum/post/65991" target="_blank" rel="noopener noreferrer nofollow ugc">UVW coordinates in ShaderData.Output()</a>:</p>
<blockquote>
<p dir="auto">What about having the correct uvw on the viewport, is it possible?</p>
</blockquote>
<p dir="auto">you mean the render ?</p>
]]></description><link>http://developers.maxon.net/forum//post/65992</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/65992</guid><dc:creator><![CDATA[Manuel]]></dc:creator><pubDate>Tue, 02 Mar 2021 16:38:05 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Tue, 02 Mar 2021 15:45:09 GMT]]></title><description><![CDATA[<p dir="auto">@m_magalhaes Thank you, that works.<br />
It would be super useful to have this piece of information on the Output() reference.</p>
<p dir="auto">What about having the correct uvw on the viewport, is it possible?</p>
]]></description><link>http://developers.maxon.net/forum//post/65991</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/65991</guid><dc:creator><![CDATA[rsodre]]></dc:creator><pubDate>Tue, 02 Mar 2021 15:45:09 GMT</pubDate></item><item><title><![CDATA[Reply to UVW coordinates in ShaderData.Output() on Tue, 02 Mar 2021 12:13:45 GMT]]></title><description><![CDATA[<p dir="auto">hi,</p>
<p dir="auto">the V axis have been reverse in the UVs editor but not internally. So you have to introduce a 1-V operation.</p>
<pre><code>Float posX = cd-&gt;p.x;
Float posY = 1 - cd-&gt;p.y;
</code></pre>
<p dir="auto">The same  issue talked in <a href="https://developers.maxon.net/forum/topic/12900/uvw-values-inconsistency/4" target="_blank" rel="noopener noreferrer nofollow ugc">this thread</a> as you already pointed out</p>
<p dir="auto">Cheers,<br />
Manuel</p>
]]></description><link>http://developers.maxon.net/forum//post/65990</link><guid isPermaLink="true">http://developers.maxon.net/forum//post/65990</guid><dc:creator><![CDATA[Manuel]]></dc:creator><pubDate>Tue, 02 Mar 2021 12:13:45 GMT</pubDate></item></channel></rss>