When using SceneColor node in surface material, why does UV Input cause problems
When creating a translucent surface material that uses the Scene Color node, which (I've been told on the forums) gives the rendered scene "behind" the mesh like CG's GrabPass function, hooking up a TextureCoordinate node to the SceneColor node cause unexpected problem.
If I set up a material with a SceneColor node and no UV inputs:
I get exactly what I expect to get:
But, if I hook up a TextureCoordinate node to the UVs input:
I expect the results to be the same, since I have not added a custom UV pin and have not made any changes to the texture coordinates. However, what I get is this:
Am I misunderstanding the way UV inputs work, or is this a bug?
asked Sep 09 '14 at 03:24 PM in Rendering
Hey Jeff -
Plug your Texture Coordinate into the Customized UV0 input and it should behave as expected. Just having the input does not pass the coordinate automatically through the vertex shader you have to plug the needed UV or math into the input to access the vertex shader.
answered Sep 09 '14 at 05:15 PM
Lovecraft_K ♦♦ STAFF
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