UV mapping options are located in the UV panel at the bottom of the Geometry Modifier for ModernPrimitive. Currently, users cannot freely perform UV unwrapping. Since UV coordinates are stored as attributes rather than vertex information of the model, please use the Attribute node in the shader to retrieve and use the coordinates.
Great features, but an axis conversion option would come handy though
What do you mean? Custom Export Axis Option for OBJ/FBX added in ACT 2025.1. Please. check it https://youtu.be/fkmkU2IoHsY?si=UBUgh5caxV1Ps1nl&t=55
Great node tool, works properly
It's okay, struggles with duplicated meshes and an inverse option would be nice
Added the inverse option in version 1.1.1. :)
There's not a lot I can do about the duplicate meshes situation, every data block within a specific type (object, mesh) must have a unique name, so the add-on just tries to rename them in order, and subsequent objects will get a .001, .002, etc...
Mesmerizing! Love it!
Awesome! Great idea ;)
Awesomely flawless! Love it!
Awesome! Great job!
Nice add-on, but I have not found out how to use the UV unwrap option with the modifiers,