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Found 3 results

  1. 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
  2. I thought this video by Seb Potter showing his procedural workflow for creating and populating low poly trees was pretty cool. https://youtu.be/006iPuxJyV0
  3. Color baking issue from high-poly to low-poly

    I am trying to bake point colors from a high poly-model to a low poly-model using the gather loop within a surface shader. While my baking shader for cavity (left) and normals (center) shows all the details, the surface color baking does not work as well (image on the right). In this case all the grout and gaps are missing: I attached the hip file. Any ideas how to solve this issue? pillar_sculpted.hipnc
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