Convert Sphere UV Coordinates to Object Coordinates I am trying to procedurally flatten out roughly one half of a sphere by using displacement. This would be easy to do by using Object or Texture Coordinates, but since I need these to be preserved for later steps, meaning every vertex keeps its original coordinates, I need to use UV Coordinates. Do you have any ideas how I can convert the UV Coordinates for a spehere generated by Blender to the initial Object Coordinates I would get without any displacement? The result should look roughly like this:
Okay, so it seems I managed to get the Z-Coordinate by utilizing some of the formulars for circle segment calculation that I learned in school but have gone lost like many things. Here is the Node Tree, if anyone is interested: