Page 1 of 2
Absolute world position
Posted: Wed Mar 08, 2017 2:11 pm
by okoto
I'm trying to make an effect relative to your position
I think I need a node that returns the absolute position of the object in the world but I'm not sure if it exists.
For example, if I move this object its slices remained stopped while the object moves.
http://prntscr.com/ehh6u2

The desired result is that if I move this object the slices will not "move".
Re: Absolute world position
Posted: Wed Mar 08, 2017 11:15 pm
by okoto
Re: Absolute world position
Posted: Thu Mar 09, 2017 7:10 pm
by okoto
I fixed my problem using vertex position, the problem is that the axis does not always match the right direction.
Anyway i am still open to suggestions.
Re: Absolute world position
Posted: Sat Mar 18, 2017 3:00 pm
by Ricardo Teixeira
Hello,
Apologies for the delay, the team was away for a couple of days. Can you provide additional information, or a test case? We would love to look into any possible issues on our side.
A sample shader would be awesome!
Thanks!
Re: Absolute world position
Posted: Tue Sep 26, 2017 12:05 am
by Garrettorious
Hi, sorry to bump an old thread, but I could also benefit from this very much. I feel like there must be a way to get absolute world position, but maybe I'm just not getting it.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
My case:
I'm doing a pseudo meta ball blob thing and i'm doing a bunch of things relative to the objects center. I'm currently passing in the center via script, but Unreal for example has a node for this.
Am I just missing it? I'll admit I'm at a bit of a loss with all the transform matrices. Are there any tutorials on using those?
Thanks!
Re: Absolute world position
Posted: Tue Sep 26, 2017 9:40 am
by Ricardo Teixeira
Garrettorious wrote:Hi, sorry to bump an old thread, but I could also benefit from this very much. I feel like there must be a way to get absolute world position, but maybe I'm just not getting it.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
My case:
I'm doing a pseudo meta ball blob thing and i'm doing a bunch of things relative to the objects center. I'm currently passing in the center via script, but Unreal for example has a node for this.
Am I just missing it? I'll admit I'm at a bit of a loss with all the transform matrices. Are there any tutorials on using those?
Thanks!
Hey there,
There's the World Position node, not sure if you are looking for something else.
Let us know, we would be happy to help.
Thanks!
Re: Absolute world position
Posted: Mon Nov 27, 2017 10:27 pm
by exerion
Hi Ricardo,
Garrettorious clearly stated what he' after.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
You must have misread his question.
World Position Node is clearly not what he is asking for.
I would also like to know if what Garrettorious asked for is obtainable.
Thanks

Re: Absolute world position
Posted: Mon Nov 27, 2017 10:50 pm
by Ricardo Teixeira
exerion wrote:Hi Ricardo,
Garrettorious clearly stated what he' after.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
You must have misread his question.
World Position Node is clearly not what he is asking for.
I would also like to know if what Garrettorious asked for is obtainable.
Thanks

Thank you for getting in touch and for your interest!
I believe what you are looking for is known as
Object to World.
Let me know if that's not the case.
Re: Absolute world position
Posted: Fri Feb 22, 2019 6:45 pm
by tonycoculuzzi
Ricardo Teixeira wrote:exerion wrote:Hi Ricardo,
Garrettorious clearly stated what he' after.
All I want is a node that returns a float3 with the world space pivot of the object the mesh renderer is attached to.
You must have misread his question.
World Position Node is clearly not what he is asking for.
I would also like to know if what Garrettorious asked for is obtainable.
Thanks

Thank you for getting in touch and for your interest!
I believe what you are looking for is known as
Object to World.
Let me know if that's not the case.
I think they mean this:
I'd like to know how to get this value as well. As far as I'm aware, there's no way to get the object's transform's world-position or local-position.
This value would return one Vector3, which would only change when the object moves. A stationary object would always have the same value here, regardless of pixel/screen/vertex position, until moved.
Re: Absolute world position
Posted: Fri Feb 22, 2019 9:39 pm
by tonycoculuzzi
It looks like I was mistaken!
When you said:
I believe what you are looking for is known as Object to World.
This works, for most situations. However, I think I found a bug.
When writing a sprite shader, it appears as if the
Object To World node doesn't work unless there is only one sprite active using the created shader. I've made a gif to show what I mean.
When I move the sprite, it should be cycling between green-yellow-red-black, as it's world position changes. This does not work, and stays black, until I disable all other sprites using the same shader, then it does work.