it's nice that we have an option to choose UVWs between pattern and base objects, but sometimes (quite often) i want to have both. Maybe good solution would be to have dedicated surface map, like Chaos Scatter has, which would let to get base object's colours without sacrificing pattern object's UVs. In fact both, the Scatter and The Pattern could share the same map
just once again faced with such a need, after all, when you make carpets or fabric, it is very important to be able to impose, say, a print on top of the finished product, while maintaining the texture coordinates for individual fibers on the pattern itself
so +1 for this feature
@Marchik + @Romullus + anyone else who would like this - Could you please describe the exact use case for this? I think we do understand what is being requested, but we do not understand why.
Obviously this will be necessary when modeling a carpet with sufficient details, we need to store the UVs for the pattern object to simulate for example fibers using normal maps and so on. (As far as I know from my experience, even the correct display of fibers in the CoronaHairMtl material depends on the direction of the UVs)
In turn, to simulate a pattern on a carpet, we need the UV coordinates of the base object, so we need both of the UV coordinates.

similarly applicable to other fabrics with a color pattern
Randomization per pattern node in Multimap and UVW Randomize
@Marchik + anyone who finds this useful - can you explain in what exact scenario you would use this?
Let's say that we are making a pattern (repeating some geometry tile). If we use the Multimap or UVW Randomizer, this will affect each tile creating visible color/texturing differences between each tile. How is this useful? (in what practical cases) Otherwise, we can use the Mesh Element randomization to have a different color of each tile part (e.g. one carpet strand in case of scattering a tile consisting of many strands).
yes, we also found out above that the mesh element mode works fine, I made a request while I still thought that it would not work at all. So I apologize and withdraw the request, a separate pattern randomization method can be useful for complex tiling, but these are too rare cases to waste resources on it
Scaling Corona Pattern tiles individually so that they could overlap with each other / Offset and scaling randomization in CPattern
We believe his is a better job for Scatter. If you have some specific example where you would like to use this with CPattern, please share it here.
And this is the
most wanted feature for me, I don’t touch on randomization (I can do without it), but overlapping would add a huge number of use cases for CPattern in general.
But I really don't know what else to add about this, (in that post above I recorded a detailed video why this would be useful).
This has nothing to do with the scatter as the scatter cannot bend individual parts of the pattern along a curved surface.
I mainly use CPattern for patterns that have an organic shape, such as weaving fabrics, patterns include sticking out and intersecting fibers and in general - weaving does not always have a square structure, so it is convenient to seamlessly tile it. The time to prepare the perfect pattern that can be used for close-ups (with the current method of perfectly square cutting when tiling) sometimes exceeds what I would need to weave the final product in its entirety (only strong hardware resource savings remains from the benefits)

I don’t know if I explained clearly, but I really hope that you will listen to the last point, it could save me a lot of time, thanks in advance))