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Posts posted by anicg

  1. I'm running a for-each-connected loop, and need to rotate separate shape such that the largest face is down, for example the one marked L is the largest for the shape in the image.

    I have a theoretical idea, no clue how to implement it, and not sure if there is a faster or simpler way:

    (1) get the largest face (no idea how)

    (2) rotate till the normal of the largest face is facing down

    Again it's too theoretical, but if you have a way that would turn these flat on they largest face I'll be grateful


    largest face down.JPG

  2. I'd like to use tx as source texture format, not ask any renderer to convert sourec pngs or exrs, but start from the beginning with tx format.

    Is there a safe and reliable converter to tx?

    I've already searched, but I'd like to get your view / which one you use / which one you recommend.

  3. 45 minutes ago, davpe said:

    or, if you want more specific distribution, you can create a udim primitive attribute that specify at what udim any particular primitive is supposed to end up and supply that into uv layout SOP. 

    Cool, many thanks. Some go by twos and some are by ones (difference in resolution), how do I do the next step (in quote) of gently asking each one of the UV islands to go to a defined/separate tile? 

  4. First time I do UV mapping for a rock (was used to manual UV flatten for hard surface objects)

    This is a high (very high) poly rock (obviously not for games)

    I applied GameDev Auto UV, it has taken a bit more than 10 minutes and I got this:

    1- How do I clean the apparently unnecessary seam cuts (in red)?

    2- Does it look like a reasonable UV mapping for a rock? are there too many seams? it's meant to go to Substance Painter.

    3- should I have applied the UV's when it was low poly? (I have 5 layers of noise, each time I want to add noise I subdivide first)

    At the end I added a close up on the mesh (822170 polygons)



    smooth wire shaded.JPG



    dense mesh.JPG

  5. I have a node graph that generates a geometry.
    tweaked a few parameters and created a few takes, each take is a version (different design) of the same geometry. I manually click to see each take on the take list.

    Now I want to use this geometry:

    A - inside Houdini, several times in the same scene but ask it to be take 1 here, and take 2 there, take 3 somewhere else...

    B - Outside Houdini: Export all the takes (each as a separate obj) without doing it manually one by one?

    Any idea how I can do A, and how I can do B?

  6. Long road, long cable, a bridge, a long wall, fence... most environment assets that use the copy sop create a challenge for me when it comes to texturing and therefore UVs.

    To make sure I get the most of the 0 to 1 UV space, I want to have one UV island representing the original geometry that has been copied, and place the UV islands of the other copies on top of the original and on top of each other. Any idea how I can place the UV island on top of each other?

  7. Actually I need to use transform with selected points, whether I need to group them before or not, I don;t know.

    But the formula is taking from a "copy parameter" being the total number of points (divisions in a circle), I need to group (total/2)+1 and (total/2)-1

    and do the same for just total/2


    circle divisions = 24, I need to transform number 11 and 13 being (24/2) +1 and (24/2)-1

    Another transform for point number 12: 24/2


    So if I change my mind and want 36 points, Houdini should take care of it, I don't need to hardcode the point numbers

    - 17 and 19

    - 18