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Found 55 results

  1. VDB maintain UVs

    Hello All, I am using VDBs to combine geometry and I am interested in a way of maintaining specific attributes from the two input geometries. Currently I have two poly objects which are being converted to VDBs and then combined using VDB combine and then converted back to polys using VDB convert. What I want is to be able to identify which polygons on the resulting combined/converted object comes from which input object and also maintain their respective UVs. I have had some success with using the second input of the convertVDB node to transfer attributes. Using this method however, I am only able to maintain some of the objects attributes, not all. I've attached some images and a file to demonstrate my issue. In the attached file I have three objects; Base, Add Sphere and Sub Sphere. All objects contain UVs and an ID attribute (tmp1), they are all converted to VDBs then combined using VDBcombine nodes. Finally the resulting VDB is converted to polys using convertVDB. When both original sphere are input into the second input, the UVs and ID attributes are transferred correctly however the Base object is not. When all three objects are input into the second input of the convertVDB, only the Base and one sphere's attributes are transferred correctly. I have tried several different combinations and methods of making this work to no avail, but it feels like I'm so close if I can get all three objects to transfer the attributes correctly, just not all at the same time. It is possible to use two convertVDB nodes, one with the two spheres in the second input and the second with all three objects in the second input, then deleting the problem polys from either (using the ID attribute) and then merging the two together, but this is not very ideal. In the image on the left you can see the results of the convertVDB using only the two spheres as the second input, the middle image is when using all three objects (base, add_sphere and sub_sphere), and the right is an image of all three input objects showing their UVs. I am new to VDBs so I was hoping someone might have some alternative methods or could point me in the right direction. Thank you all in advance! Cheers, -Mat VDB_attributes.hip
  2. So I have been stuck on this issues for several days now, all the google links to similar issues have long since become purple. Two nice members of the Houdini discord tried helping me, yet i still can't seem to get this to work. I am working on a game that has quite a few pipes. So an optimized pipe building tool is simply a must for us. I can get the geometry generated perfectly fine, but am having an issue with optimizing it without severe uv stretching. This issue occurs from removing inline points with the facet node on the original path curve. I am trying to transfer the UV map from the hi poly: http://imgur.com/qMP3XGg onto the low poly. http://imgur.com/6zx2Nnx I would prefer to stay away from sweeping. I understand sweeping gives very nice uvs, but this is a branching curve and the branches wont connect like polywire. Using boolean on the intersecting geometry gives less desirable geometry and messes up swept uvs. http://imgur.com/CvbR631 It doesn't necessarily need to be uved like this to begin with. If I can find another way of uv mapping it from the "Path_Fused" node I would be just as pleased. File Included Branch Subnetwork_v1.hip
  3. I have a layered shader, where say the material inputs have a UV scale of x20 for example, and the masks between the different layers have a UV scale of x1. In Maya, you would simply adjust that on the UV node attached to the texture maps. How do I do this in Houdini?
  4. HDA : UV Cubic

    Hello ! I'm not sure I'm at the right place but I would like to share an asset with you. It make a cubic projection, not revolutionary (As that exists in all others common 3D packages) but is missing in Houdini (correct me if I'm wrong). Additionally I add some options for automatic alignment inspired from the code of this author : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=88114&highlight=#88114 Quick Demo : I hope you like it ! Cheers. uvcubic.zip
  5. Sweep with UVs

    Hi everyone, i was watching scott keating's GDC video on procedural modelling, and i have an issue with the UVs and the sweep node, that he shows working with polygons. If anyone can show me a basic sweep with proper uvs, it would be great.
  6. UV loop

    Hey, I need a bump map to repeat on each primitive of an object. Not I can use an uv flatten in a for each loop and apply a map onto each prim. That works with simpler scenes. But on my scene the loop has to make 600.000 passes + it tends to crash. Does anyone know a way to increase the speed of this process or a better, faster way? Cheers!
  7. procedural uv-ing

    Hey Odforce, I hope you can help me. I want to UV and Texture several different shaped objects. I have several box like shapes that will become buildings later. I have in this houdini file an attemps to solve this issue. I have trouble getting something like the result made in maya, like in the picture. I would like to have this result for all of my shapes so I can apply a repeatable texture. The buildings are everywhere in world space but I dont have the translations or rotations of the buildings. So for it to work, it should not matter where the building is. I tried to get the same result as in Maya, for the UV, when the building is on worlds orgin. I tried to get select a procedural seam and use UVpelt. but it gives me the rotated result. As shown in the second picture. Can someone help me out?
  8. Volume density from texture?

    Hello magicians, I saw a great image by Lee Griggs the other day and I tried to replicate, here is the original effect He did it with Arnold (i think in maya), by projecting a texture into a volume density, here is some explanation https://support.solidangle.com/pages/viewpage.action?pageId=55710284 I didnt know how to project a texture into density, so I projected a texture, the deleted by color and converted that into vdb > fog, but that way I don't get any depth, any ideas? I've read about a rest field that does something like UV on volumes but cant figure out how Here are my attempts: Hip file attached, Cheers! volnoise3.hip
  9. Hi im in houdini with a geometry that has a texture. i render with a camera that has transform information such as translate, rotate, also the pixel aspect, focal lenght and aperture etc i render in 1920 x 1080 if i know the geometry points position in the 3d scene, how can i calculate in which coordenates in 2D 1920x1080 those points gonna finish at?
  10. Hello magicians, I've been struggling with this all the morning, reading on forums and trying different stuff (att transfer, att promote, att interpolate, p deform) with no luck. I'm studying a file done by Ian Farnsworth , a awesome growth effect done with vdbs and curvature/gradient calculation. Now I'm trying to add a texture that sticks on the deformed sim, coming from a solver sop, but the texture doesnt stick. it keeps on the same space, I need to do this in order to texture properly in C4d (octane) http://i.imgur.com/mPryDKP.gifv File by Ian: http://fx-td.com/content/misc/recursive_growth_v2.hiplc Any help will be really appreciated. Thanks!
  11. Hello everyone! I am creating a pool of lava and am struggling with creating displacement for it. The problem is the remeshing every frame. How can you make points which are generated at the first frame follow the colour they have been given? My idea is once I have figured this out, to use those points for the position of the displacement. Any help is greatly appreciated, thanks! points_follow_colour.hip
  12. Hey guys, I am following the Game Tutor - Procedural UV Mapping Tutorial, and I run into a problem. The first example with the street works as demonstrated, but the box uv mapping kinda fails. Looking at the uvquickshade I don't get a result. The box stays grey. I attached the file, maybe someone would be kind to check if I am doing something wrong? I am using H16 Edit: Just to clarify, I went over and over the settings, and either I am blind or ... so I put some milage into it. Thanks, Igor box_uv.hipnc
  13. Hey guys ! I followed through Ben's tutorial on the gorgeous melting angel flip simulation. I'm trying to achieve this effect on a personnal project, with a Rubik's Cube. The only way I found to keep colors on my cube's faces is to have UV's and texture on it. I googled my problem and I found many topics similar as mine. Like Toadstorm topic's on his blog, like rurik topic's on ODForce. So I tried many solutions but I can not get a satisfying result. Could you guys help me to figure what's wrong ? I attach my HIP file, sorry it's quit heavy :/ Thank you in advance for your answer, Gael. RubiksCube_v01.hip
  14. Hi, I've got serious problems to figure out the wright UV's for my carved object. Also tried it with Polys instead, but the same and I prefer Nurbs. So.. Where is my mistake? Thanks in advance and good times. VDB_crack.hip
  15. Hey guys, I really need some help here, I'm in the middle of a project and can't export the simulated cloth with proper UVs (exporting it as alembic / must work in Maya) Here are some statements about the situation: - if I export the grid mesh, with no simulation, the UVs are read correctly outside of Houdini; - if I export the simulation, directly from the dopimport1 node, it doesn't work outside of Houdini; - the UVs are ok when I import it back to Houdini (and unpack the geometry); - the cloth is gettin' ripped on my original scene, this way I can't use an attribute copy to get the uvs from the original mesh (since it's point count is changing); - If I import it to 3ds Max, it work's at the first frame but as soon as I run the timeline it get id of the uv. I can get the 1st frame uv to stick to the object if I add an Unwrap UVW modifier to it. Tried to export it from Max to Maya but it doesn't work; I did a quick test here in a much simplier scene, with a plane only and get the same problem. The scene file is attached + 2 exported alembics (with and without simulation) Thank's in advance Cloth Problem.rar
  16. Hi! I don't know how to solve a simple UV problem, I created a basic file where i can recreate my case. I just want to get UV's sticked to the geometry, even if there is a rotation or gets partialy deleted. I tried using Vertex Sop for MAP matching, but no results. Can you help me? Thanks! UV_Problem.hiplc
  17. Hello, is there a VEX function for sampling N at arbitrary location in NURBS surface (based on uv location for example)? One way would be to convert NURBS to polys and get normals from them. But I thought that maybe there is easy way of getting N directly from NURBS? Thanks, Juraj
  18. Hi all... I've got a shape with some animated deformation & I've got wires sprouting off the surface, simulating happily. Now I've extruded these wires to achieve a sort of tinsle/fur effect. With the help of my work colleague I've managed to normalise my UVs so that each "fur" strand occupies the whole UV 0-1 space. However, as with most simulated things I need to bake this to avoid texture swimming and I'd like to use attribute-interpolate to lock this UV layout throughout the simulation now & I'm struggling to get the node working. (Said colleague has gone on leave now.... *shakes fist*) Could anyone take a look at my file or point me in the right direction? I'm assuming I want to interpolate to vertices & use vertex numbers and weights... and I'm assuming I just need to tell it that vertex 1 is vertex 1, with a weight of 1? Or do I? Also what is the deal with the polyextrude SOP? I just can't seem to get it extruding edges in a predictable and consistent direction, no matter the normals that I feed it! Many thanks fur_doughnut_001.hip
  19. Moving fracture with UV

    Hello Guys, I am playing around with houdini on an extreme beginner level. Nevertheless I made this setup where I have moving fracture pieces over the surface. My question is. Is it possible to make texture stick to those pieces so not only pieces but also the texture flows and distorts itself over time? I so much would love to see that happen but my knowledge is not so deep to understand how could I achieve that. Especially because I assume that its not case of regural fracturing and geometry is different with every frame. I am using standard voronoi fracture node with points scattered into volume and I am making them move with vdbadvectpoints inside of a solver node. Do you think its possible to achieve the texture to stick to the pieces?
  20. World space texture mapping

    Hi! Could you plz tell me how to make a world base texture in Houdini ?
  21. Hello guys, i think this is a peculiar problem I have to "fuse" 2 meshes and VDB looks just perfect for the job. The 1st mesh is an orange (alembic) and it have some perfect UVs. What I did is a simple vdb setup to combine the 2 meshes + an attribute transfer to get the uvs from the orange but, unfortunatelly, it looks like some of the polygons are still connected in some parts where it shouldn't be. Does anyone knows a solution for this? I can't share the original scene so I've recreated it in a simple way. The original one have a face to mix with the orange. here's the images + scene file (with abc) in case someone can have a look at it Thx again, Alvaro UVs Transfer Problem.rar
  22. Hi there, as title says I'm doing a simulation with solid objects and obviously after appending the tetrahedralize sop to the geo, before importing it into dop, I lose my uv attribute as expected. Is there a work around to this problem? What if I want to apply the previously generated uv layout to the simulated object? I've tried rendering out the sim with a rop_geometry node and re-importing it so to transfer uv attribute using attribute copy, but it does not work, I mean houdini doesn't play my animation anymore. What's the usual pipeline when working with solid object?
  23. Destruction UV Pass

    Hello everyone, I'm doing a destruction project where I need to isolate the front faces of bricks in a bullet sim so that I can export out a UV pass of only the front face to use in compositing. I know how to setup Mantra to export out an overall UV pass but I'm not sure how to isolate only the front faces of my bricks geo in the UV pass.
  24. Hey there! Before I begin to describe my issue, please keep in mind that I am a beginner at 3D modelling and am still learning. The problem I am encountering is that I have installed the Quixel Colors tool to texture my model in Quixel. The problem is that once I try to render the material map, I get the following error in the Houdini Console: Traceback (most recent call last): File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\QuixelController.py", line 129, in <lambda> File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\QuixelController.py", line 149, in openDDO File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\QuixelController.py", line 127, in <lambda> File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\houUtils.py", line 148, in bake File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.523/houdini/python2.7libs\houpythonportion.py", line 341, in setParms raise hou.OperationFailed("Invalid parameter name: " + parm_name) hou.OperationFailed: The attempted operation failed. Invalid parameter name: vm_renderengine I am not sure that I can identify the problem and hope that someone can help me with this! Thank you in advance for your efforts.
  25. Tron Derez Effect

    Took me a while to get this far on this project. But I managed to somewhat recreate the derez effect from Tron: Legacy.