create an render layer call uvPass_R
add a new Custom Color pass in render setting and rename call uv
and send the uv pass to uvPass_R render layer
need mib_texture_vector / surfaceShader / writeToColorBuffer
connect surfaceShader to writeToColorBuffer

connect mib_texture_vector to writeToColorBuffer

in writeToColorBuffer > Frame Buffer Options > Customer Color Pass set to uv pass
in mib_texture_vector > Parameters > project set uv mode

last step assign surfaceShader to objects and the final node graph will be like this

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