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Is there a way to generate UVs along deformed and copied mesh?
#1
My team is using a curvy generator to create cables by duplicating and deforming a single mesh segment along a spline. That gets baked down into one static mesh with a custom shader.

I'd like to be able to access the data about the meshes "progress" along the curve in the shader. Either with another set of UVs that maps 0 - 1 to the progress along the curve, a single color channel that does the same, or an index of the mesh copy. Are any of these possible?
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#2
Hi,

The deformed meshes do not add any additional data to meshes, it only modifies the vertex coordinates.

In Curvy\Scripts\CG Modules\DeformMesh.cs, you will find a DeformMeshes method. This is where the deformation is done. Inside of it, when computing the data for a vertex, there is a local variable vertexF which contains the data you need. You can modify the code to override the UV2.y value of each data with that value.

Did this help?

PS: I assumed that in your team there are programmers able to do the described modification. If you prefer, you can commission me to implement the feature.
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
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