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UV mapping on a sweep


AntoineSfx

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I'm trying to set the UV correctly on this brick arch:

On top it's a bent box, but I'd like to do it with a rectangle + sweep

I got u from curveu from the resample node, and  v from the fact that points are in such an order that the bottom ones are easily found with a formula

@uv[1]=(@ptnum%4)/2;

Then a uvtransform downstream to tweak things in uv space.

But.. this adds coupling between two nodes (# sides of the polygon <-> formula) , and obviously it's fragile.

What's a better way to have u along the curve, and v normally to the curve (and maybe then in the z /  depth direction too) ?

This after the cross section
 

@curvev=(float)@ptnum/@numpt;

 

copied later with

@uv[1]=@curvev;

also works, and requires to have a third node where I have something to setup on uv..

 

houdini.thumb.png.d171d634c509501cd463e97449ce3957.png

 

 

arch.hipnc

pentabrick.png

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