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Hazy

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  • Name
    Nigel
  • Location
    Byron Bay Australia

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  1. Hi, and thanks for your question which shines a light in an interesting direction for my further research. My problem lies in the fact that I've only been trialling Houdini for a couple of weeks, so I'm still mired in the fog of unfamiliarity, so my task, outlined above, which probably has several simple solutions, has been beyond my grasp. We've solved the issue by importing a second character with a whole body UV set and using those to generate our fur, while our main render mesh has two UV tiles. Thanks again H
  2. Dear iamyog, Sorry it's taken a while to get back to you but life has been rather busy since arriving back from my week away. Thanks a lot for your example file, in which we can see that you have solved the issue. However it appears that the fact that you CREATED your UVs within Houdini gave you access to the attributes needed. Our UVs have been imported from ZBrush and therefore we aren't able to pass the offset information up the chain within Houdini. This has become our main focus of the production now, so we're creating a workaround that seems quite promising. I really appreciate your kind help though. Best wishes Hazy
  3. Thanks heaps, Really appreciate your help. I've passed on your example to my friend and will delve into it myself in a week when I get back from a short holiday. H
  4. Hi iamyog, I'm a new Houdini user, trying to research this solution, which is rather out of my depth, for a good friend who is tied up finishing another job right now. Would you be kind enough to post a simple example of your solution in action? So I can try to figure it out? I can follow the logic in your description and image but I'd really like to pick it apart. Thanks heaps H
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