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Found 74 results

  1. search and check for UV's in scene

    Hi, I have large scene with alot of geometry wher some have UV's and some who doesnt. I imported the whole scene as one obj file so it thinks it has UV's. I know there is a way to determine if it has to uv's I saw in the simple baker that it has a switch that unwraps the model if it doesnt have any: haspointattrib(0, "uv")||hasvertexattrib(0, "uv") But this doesnt work. because it has a attribute uv, which is empty on some object. Is there another way to look for objects that doesnt have uv's? or where the uv attr views none uv's? thnx
  2. handles in uv-viewport

    Hi I'm trying to create a boundingbox handle in my hda much like the boundingbox handle in the new uvlayout SOP. And exactly like in the uvlayout sop I want to modify it in the uv viewport. I did a simple rightclick and "export handle to digital asset" and it creates the handle but only in 3d viewport. so my question is if there's a easy way to tell the handle in what viewport it should operate?
  3. UV Flatten node bugged?

    Hey guys. I need someone to take a look at my scene and tell me why it keeps crashing using the UV Flatten node. I have in the file a working example, and then a non-working one. there is only a few operations in difference between the to uv flatten setups, however one of them is not working. Any help, or confirmation that this is in fact a bug and not just me overlooking something, is appreciated. Cheers Hershey_mod_v0010_workinguvs_jra_.hiplc
  4. Hi, I came across the Visualize Noise Scale option in the Voronoi Fracture and realized this would be the perfect approach to texture a project I'm currently working on. What I'm after is a way to use a gradient or uv map so the inside fractures are textured like layers of peel. To illustrate this, see the attached image which is what the Visualize Noise Scale gradient looks like. How would apply a texture and UV map the pieces in a similar way? There is an outer color (blue) and the inner color (red) as part of the Visualize gradient, so there must be a way to map the fracture pieces using similar coordinates via UV or expression. Any help would be greatly appreciated. Thanks!
  5. Attrib From Map: Color too Dark error

    Hi, Hope someone can help: Screenshot Left: using "attrib from map", the color is too dark. Screenshot Right: using "UVquickshade", color is ok. How can I get the result on the right using attrib from Map? Thanks in advance for info! Mark
  6. VDB smoke uv mapping

    Hi guys I'm trying out some stuff for my upcoming project and was wondering how to make uvs for smoke converted to poligons, so that they would remain stable rather than jumping around every frame. I found some info on using dual rest position, however I'm not sure how to tackle it, or if it could work with this approach. Here is what I have right now ( I'm not sure if you can see that, but there are scratches on the surface of the smoke which as expected change where they are every frame, the question is how to make them remain in place even tho the number of points is changing and whole thing is deforming) Here is the type of effect I'd like to achieve: Any tips are very much appreciated!
  7. normalize uv??

    I am trying to normalize uv, I could do no procedural way, I think I need to get max and min uv position but I don't know how, If anybody knows how or have good idea! please help me! thank you!
  8. I've laid out UV's procedurally in Houdini with the sweep or skin sop and using arclen on the input curves, but I'm wondering if there is a solution to straighten/unwrap geometry that is generated in ways other that using a sweep or skin SOP. If anyone is familiar with the Unfold Strip from Loop button in 3dsMax's Unwrap UV modifier it basically takes any edge or loop input and straightens out the geometry into a strip. It's super useful for cylinders and chamfered/extruded edges. I'm wondering if there is a workflow to do something similar in Houdini. I tried messing with the new FlattenUV node and I can get something kind of close with the enable loop straightening, but the UV's are still wobbly and not perfectly straight.
  9. rbd sim lost uvs

    hey all! I'm importing an obj with uvs into houdini, shatter it and sim a rbd bullet dynamic. I've noticed that after the assemble node created by the shelf tool uvs are gone. now I'm trying to cache out an alembic but once imported outside of houdini I can 't get uvs back...any idea why? cheers
  10. UV's on grain sims

    Hey! I have a shot of a flower pushing up dirt and growing. I used the sandbox grain preset with my ground geometry. I am trying to figure out the best way to create uv's, because I need to texture the dirt. I converted my particles to vdb then to geometry. I noticed that after the grain source was created it also dropped a rest node. How can I utilize that rest node later on? I know i need to use it to keep the texture in place, because the mesh will be deforming. I have attached a scene mimicking my actual scene. Any help would be appreciated. Thanks dirt_uv.hipnc
  11. Hi, apologies if this has been asked before but I couldn't find an answer. I've done a crowd simulation in Houdini but now need to export to alembic so I can bring it into C4D as a necessity due to my company's pipeline. I've unpacked the agent primitives and had to run through a polyreduce node to create a sensible alembic, but I've lost all the UVs along the way. I'm pretty new to Houdini, please could I have some guidance on how I can export the alembic with the original UVs please? Many thanks!
  12. Hi, I can get arclen of the curve by UVs using primarclen() Can i do opposite thing ?
  13. Hi, I was wondering how one would go about laying out UVs based on the selected shells' world orientation. Lets say I have an arbitrary boxy shape with chamfered edges. I would like to be able to box map the selected polys, stitch the shells together and then have all shells organized in the same orientation basically. So regardless of them being aligned in world X Y or Z they need to end up in the same orientation in the UVs if that makes sense? I attached a mockup from 3dsmax Any ideas? Thanks!
  14. Hi, In building a terrain, I used Entagma's tutorial on live rendering of Heightfields in Houdini using Redshift: The issue I'm running into is that my UV's are now super stretched on the terrain from using displacement on a grid. My terrain is huge, like 8,600 units across square. If I convert to polygons, it's pretty heavy. I'm trying to figure out the best workflow that will allow me to have the detail I need, but not be so polygon heavy. Would exporting out some lower resolution geo for rendering along with a baked displacement map be a good option? I need to be able to somehow edit the UVs as well so they are not stretched on my terrain texture. Any help would be appreciated. Jim
  15. convert curve to edge selection

    Good evening to the best forum in the world. got a little problem I need an extra pair of eyes on.. I have some geo I would like to lay out UVs for. I have used the shortestpath node to create curves of where I would like my seems to be created. now my question is, how do I proceed? I am not really familiar with the uv tools in houdini. I think I would want to convert my curves into edge selections on my mesh (which I am not sure how to do), and then from there use somekind of uv node specifying my edge selection groups as seems to flatten it out. any ideas? Cheers
  16. How to get smoothed UVs at seams in new Subdivide SOP? It was possible in Houdini 16.0...
  17. hi guys I'm doing burning effect so I need a sequence alpha map. I made a procedurally burning area and alpha. So I could get alpha area on uv. Then, I wanna render the sequence uv map like I see on the uv viewport because wanna edit this uv texture in nuke. How can I render this uv map? plus, it's UDIM.
  18. Hi folks, which node can set texel density to UVs? And why are all the polygons are separated in the UVs? I tried to use Fuse UV but that's not solved it. Maybe I missed something I'm newbie to Houdini :]
  19. Hi guys, I have this very specific case where i'm applying and extrude to a ripping cloth. Everything works fine but I have no idea on how to apply UVs to this kind of geometry. Since the mesh is animated, this is what happens when I apply an UV Layout: Any tips would be very welcome - Alvaro Odforce.uv.hiplc
  20. 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?
  21. 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
  22. 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.
  23. 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!
  24. 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?
  25. 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
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