I am trying to make a mesh display UV image. The main mesh_1 inner surface should display UV image when cut with mesh_2. i want to make this possible with geometry nodes. can someone help.. condition is we dont have to remove or apply boolean modifier, that means we should be able to move mesh_2.. please check the attachment . (ex: strawberry should display inner surface when cut with a knife, if the knife is move it should be solid)
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$\begingroup$ Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid vague words like "this", "help with", "issue", "like in image" "question about", instead describe what "it" is. Your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?" $\endgroup$Duarte Farrajota Ramos– Duarte Farrajota Ramos ♦2025-08-08 05:09:08 +00:00Commented Aug 8 at 5:09
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$\begingroup$ Inside of a strawberry is a volume, not a plane so maybe a procedural texture would be a better option. Don't forget that other texture coordinate types then a UV map can be used. $\endgroup$Martynas Žiemys– Martynas Žiemys2025-08-08 05:22:25 +00:00Commented Aug 8 at 5:22
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$\begingroup$ Uv map is an arbitrary dictionary, translating from 3d coordinates xyz of a 3d surface, to 2d coordinates of an image. The reason it's not "xy map" is that in math every letter should mean exactly one thing, otherwise it's ambiguous. Sometimes we're fine to just sample the texture with x, y coordinates of our object, disregarding z, but this means vertical faces are stretched. Nothing stops you from creating a Uv map for the inside of strawberry. In fact boolean already does it for you in a very reasonable way: by copying Uv of the cutting surface. $\endgroup$Markus von Broady– Markus von Broady2025-08-08 07:46:12 +00:00Commented Aug 8 at 7:46
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$\begingroup$ If you don't like this uv map, you can create your own: ask yourself where on the image texture are the insides of a strawberry located and how can you calculate, from the position in 3d space, the right place in 2d space, and what kind of values stored vertices of a triangle can help with this calculation when interpolated. Remember, it's all arbitrary, there's no correct way to implement this $\endgroup$Markus von Broady– Markus von Broady2025-08-08 07:51:44 +00:00Commented Aug 8 at 7:51
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$\begingroup$ Do you want the image to move with the moved mesh or do you want it to stay stationary in the middle? $\endgroup$Daniel Möller– Daniel Möller2025-08-09 14:12:23 +00:00Commented Aug 9 at 14:12
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1 Answer
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First, add an attribute to Mesh2 (we will use it to know which faces were generated by the boolean:
Then set the UV attribute in Mesh 1 only for the faces coming from mesh 2.
You need to select the coordinates according to how your cube is oriented and adjust the mapping to scale and center the texture the way you want.
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$\begingroup$ Thank you Sir.. but in this as we move Mesh 2 the UV also moves with it.. what i want is like knife cutting a fruit. ex: when we cut strawberry the inner face will reveal as we cut downwards with the knife and the inner surface will be still at its place. in the above nodes the inner surface is moving with boolean.. i have posted another example, please help if you can.. $\endgroup$Suleman Peerzade– Suleman Peerzade2025-08-09 16:56:40 +00:00Commented Aug 9 at 16:56
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$\begingroup$ @SulemanPeerzade, there is nothing moving. The UV is completely stationary $\endgroup$Daniel Möller– Daniel Möller2025-08-09 20:59:09 +00:00Commented Aug 9 at 20:59



