Maybe rendering that pass with mental ray?

Just keep in mind that in order for the mib_texture_vector to be able to
read the UVs, you must have a texture connected to the shader (noIcon.pic
in my case).

[image: Inline image 1]

On Sat, Apr 15, 2017 at 2:49 PM, Francisco Criado <malcriad...@gmail.com>
wrote:

> Hi guys,
>
> still couldnt resolve this issue, if anyone has a tip on this is more than
> welcome!
>
> F.
>
>
> 2017-04-07 9:49 GMT-03:00 Francisco Criado <malcriad...@gmail.com>:
>
>> Well,
>>
>> it seems our redshift version doesnt have that node :S (must be an old
>> license) so..any other sugestiosng are appreciated!
>>
>> Thanks,
>> F.
>>
>>
>> 2017-04-07 9:06 GMT-03:00 Francisco Criado <malcriad...@gmail.com>:
>>
>>> Thats exactly what i was looking for! Thanks Morten!
>>>
>>> Greetings,
>>>
>>> Francisco
>>>
>>> 2017-04-07 7:20 GMT-03:00 Morten Bartholdy <x...@colorshopvfx.dk>:
>>>
>>>> Do you mean rendering out a rgb pass for remapping textures in
>>>> compositing in Nuke or similar?
>>>>
>>>> Plug a Redshift_State nodes uvwcoord into Surface and you should be
>>>> good. See attached.
>>>>
>>>> MB
>>>>
>>>>
>>>> > Den 6. april 2017 klokken 20:07 skrev Francisco Criado <
>>>> malcriad...@gmail.com>:
>>>> >
>>>> >
>>>> > Hi guys,
>>>> >
>>>> > long time since i wrote to the group.
>>>> > Im looking for a way to export stmaps or uvmaps from a geometry in
>>>> > Softimage to use this later on post. The renderer is redshift, if
>>>> anyone
>>>> > knows a tip, is more than welcome!
>>>> >
>>>> > Francisco.
>>>> >
>>>> >
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>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
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