Jump to content

Search the Community

Showing results for tags 'uv'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 152 results

  1. VDB maintain UVs

    Hello All, I am using VDBs to combine geometry and I am interested in a way of maintaining specific attributes from the two input geometries. Currently I have two poly objects which are being converted to VDBs and then combined using VDB combine and then converted back to polys using VDB convert. What I want is to be able to identify which polygons on the resulting combined/converted object comes from which input object and also maintain their respective UVs. I have had some success with using the second input of the convertVDB node to transfer attributes. Using this method however, I am only able to maintain some of the objects attributes, not all. I've attached some images and a file to demonstrate my issue. In the attached file I have three objects; Base, Add Sphere and Sub Sphere. All objects contain UVs and an ID attribute (tmp1), they are all converted to VDBs then combined using VDBcombine nodes. Finally the resulting VDB is converted to polys using convertVDB. When both original sphere are input into the second input, the UVs and ID attributes are transferred correctly however the Base object is not. When all three objects are input into the second input of the convertVDB, only the Base and one sphere's attributes are transferred correctly. I have tried several different combinations and methods of making this work to no avail, but it feels like I'm so close if I can get all three objects to transfer the attributes correctly, just not all at the same time. It is possible to use two convertVDB nodes, one with the two spheres in the second input and the second with all three objects in the second input, then deleting the problem polys from either (using the ID attribute) and then merging the two together, but this is not very ideal. In the image on the left you can see the results of the convertVDB using only the two spheres as the second input, the middle image is when using all three objects (base, add_sphere and sub_sphere), and the right is an image of all three input objects showing their UVs. I am new to VDBs so I was hoping someone might have some alternative methods or could point me in the right direction. Thank you all in advance! Cheers, -Mat VDB_attributes.hip
  2. Hi, I'd like to have some dynamic objects, or particles and then project the uv's at a certain frame, it can be the last frame and then I want them to be locked to the geometry to from this frame and the first. I tried with rest node but I could not achieve what I want. Can you help me? I sent a file with a example with some spheres. uvs_lastframe.hiplc
  3. HDA : UV Cubic

    Hello ! I'm not sure I'm at the right place but I would like to share an asset with you. It make a cubic projection, not revolutionary (As that exists in all others common 3D packages) but is missing in Houdini (correct me if I'm wrong). Additionally I add some options for automatic alignment inspired from the code of this author : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=88114&highlight=#88114 Quick Demo : I hope you like it ! Cheers. uvcubic.zip
  4. UV Map distorted

    Hi again To cook UV maps on a finished model I downloaded a file from this forum and decided to cook without any modification since I'm a complete noob with shaders. I'm only 5 months with Houdini and no prior experiencie with 3d Apps. The file is simple, I'm tring to cook a church roof, but I only get a distorted UV map. Is this a problem of the shop net (I'm using H12.5 but the file was originally from H14)? I tried UV unwrap and UV project with the same distorted result. Any ideas? All files are included. Thanks in advance. RoofTile.zip
  5. Hi everyone, as the title says: I am importing a digital asset into Maya with Houdini Engine and, while everything seems to work kinda ok, the UVs are somehow different (and wrong) in Maya. I can't post the original scene for it is a production scene but basically I just have a bunch of tubes with polycaps and their relative UVs. I've attached a self explenatory image. Does anybody knows why is this happening?If so how can I fix it? Thanks everyone Cheers
  6. Hi, I know this topic has been broached many times before, and I did read all the posts, but I haven’t found a solution to the following problem yet: I want to bake light into the UV’s of a mesh. For that I’m using a point light and the UV render object option in the Mantra node. Basically, rendering it that way works, however, I have trouble with my camera. As soon as the camera’s perspective is only slightly altered, I get a different result, which (to me at least) makes no sense, because both the objects and the light stay the same, so the areas that receive light should also remain the same. Even those objects the camera can’t see have light baked onto them, but if I turn the camera towards them, the result is suddenly drastically different. The attached pictures show the difference: In pic 1, the camera is pointing towards the objects; in pic 2 it’s pointing away. I’ve also attached a test scene. Is there a way to render the entire 360° of the light, so the result always remains the same, the position of the camera notwithstanding? Unfortunately, Enable Hiding in the Mantra node didn’t solve this problem. I’ve also tried with the toNDC function and a rest position, but I didn’t get that to work either. I’d be very grateful if someone could help Cheers, Pascal projectionProblem.hip
  7. flip uv, any suggestion?

    hi every one ! this is an attempt to generate uv for particles flip , the result look weird but it's because of Ray surface node and the low viscosity , i made a test before with high viscosity and it's work fine is there a way to fix the uv projection to the mesh ? thanks in advance uv_rnd_03.hipnc
  8. Unwrap by polygon.

    Hey guys, I'm trying to figure out a way to unwrap the polygons of a geometry by face. Meaning that: face[x].vert[0].uv = [0,0] face[x].vert[1].uv = [0,1] face[x].vert[2].uv = [1,1] face[x].vert[3].uv = [1,0] What's the simple way to do this? Oh and I tought I could do this using the Vop(attribute) Sop but how do you output uvs since they are not in the output node... Thanks for your time guys.
  9. Morphing VDB shape and UV

    Hi everyone, I would like to know if you have any ideas how to create nice UVs between morphing shapes. Enclosed I have created two ways to do that, but with the first one, I have a strange frange between my UVs and with the second, it is a little bit blurred. Thank you for your future tips and tricks! Sylvain. PS: It's for my school short movie. fusion_uv.hipnc
  10. vertex UV in GLSL

    This seems like a very basic question and is related to GLSL, so I don't know if this is the right corner of the forum. I have a simple working GLSL shader that pulls in the uv attribute. This is the Vertex Shader: #version 150 in vec3 P; in vec3 N; in vec2 uv; out vec3 vPos; out vec3 vN; out vec2 uvCoords; uniform mat4 glH_ObjectMatrix; uniform mat4 glH_ViewMatrix; uniform mat4 glH_ProjectMatrix; uniform mat3 glH_NormalMatrix; void main() { vPos = vec3(glH_ViewMatrix * glH_ObjectMatrix * vec4(P, 1.0)); vN = normalize (glH_NormalMatrix * N); uvCoords = uv; gl_Position = glH_ProjectMatrix * vec4(vPos, 1.0); } Fragment shader: #version 150 uniform sampler2D t_diffmap; in vec3 vN; in vec2 uvCoords; out vec4 color; void main() { vec3 diff; diff = texture(t_diffmap, uvCoords).rgb; color = vec4(diff,1.0); } Now, this works with point UVs. If my UVs are of vertex type, this does not work any more (the shader shows a single color only). Since 99% of my meshes will be vertex UV, I am seriously wondering how I get access to them in the GLSL shader... Any help is appreciated! Thanks in advance Johann
  11. I'm exporting some simulated geometry to Maya from Houdini and I keep getting the following error: UVs aren't per-vertex or per-polygon per-vertex, skipping And it won't load any UVs... All of the geometry has UVs in houdini and there are no "null" uvs (one point has 0,0,0 but that is correct). I've deleted all groups except the inside and outside primitive groups of the fracture and all attributes except: point: P vertex: N, uv Alembic format is HDF5. I don't know what else to try!
  12. I import model from maya in *.obj with uv to houdini. Then export model in *.obj from houdini and open in maya. if uv was vertex type, then in maya all uvs are cut separate. If uvs was point type, then all uvs are conected.. uv are broken in all variants How I can export model from houdini and hold original uvs?????
  13. procedural uving

    Hi all First off i have been a long time lurker of these forums and have had a lot of inspiration from all the awesome work! I`m currently learning Houdini for modeling and texturing and im having some difficulty creating uvs in a procedural manor. I have an asset but for simplicity im interested in how to procedurally generate uvs on something simple for the moment, say a beveled box. Its easy enough to add a UvUnwrap node and generate 6 seperate uv shells but how would you go about generating a single flattened uv shown in the link below https://www.dropbox.com/s/7k63u2oszq3qi9n/uvs.png I have tried using the UvFuse but Im not getting good results as the uvs do fuse but it doesnt move the rest of the uvShell, so i add a smooth node and that distorts the uvs. Any help would be awesome Thanks in advance David
  14. Hello, i've a POP Solver with particles and a Static Solver of a static object on which the particles should collide. Also i have a popCollisionDetect which writes the hit infos in the particle point attributes. Allways when i put on the static solver there will no hit attributes be written. How can i get these hit attributes when i you a Rigid Body Solver or a Static Solver? Is where a way? Thanks!
  15. Hello, for some time I'm trying to get the texture UV point of a point on a geometry. The UV pointattributes describes only the point on the current polygon but not the texture point. Some help would be very nice. Thanks!
  16. I'm trying to texture the interior faces of my dynamic fracture but the UV's keep moving around on each frame. I cant rely on a Houdini procedural texture to look up the rest position of the geometry because I'm rendering in maya so I was wondering if there was a way to give the UV's a rest position or something like that? Dynamic Fracture UV.hip
  17. Hi all, I have a question. If I pelted my exterior uv by hand, how can I pelt my interior uv fit for exterior uv? It should done procedurally. My question better explained in my sample file. If anyone know some clue, please help me! Thank you. uvunwrap_only_interior.hipnc
  18. Hi, Working on some fur, I'm trying to control my fur density through painted maps. Easy thing with the dedicated density map of the Fur object. It all worked fine so far but on the latest geometry I got, UVs are now separated on 2 tiles to get more definition on special areas of the character. My problem is that the fur object only accepts one map, that will correspond to only a tile and I guess will be repeated for the other thus applying wrong density values on geometry unwrapped on the 2nd tile. Through a COPnetwork I took my two 4k maps and layed them down next to each other into a 8k x 4k one. My idea was to use such expression op:../CHAR_wrapper/COPnetwork/OUT in the Fur's density map field. I had weird results but after rendering this new map out (as a .rat) and used it as density map, my fur seems to react but uncorrectly. The problem I see is that this 8k x 4k map is now used as a square one stretched into the original 0,1 UV coords. In my character wrapper, I've got groups that allow me to get points that need UV tile 1 or 2. What I liked to do to is to be able to specify which tile for each group, or be able to "unstretch" my generated map so it covers both UV tiles. Any idea/workflow would be really helpful as I might not be considering this problem from the right angle Thanks in advance (and since it's my first post here : thanks for all the informations I found on odforce so far )
  19. Procedural UV problem

    Hi, I've been struggling with this problem for a few days now and can't figure it out so would really appreciate some help! I'm creating a procedural city which is on a deforming (ocean) ground. Procedurally modelling it is fine but I can't figure out a solid method for UVing the buildings - it seems Houdinis UV tools are slightly lacking.. So, currently i've done the following: 1. City block layout from voronoi pattern 2. Deform this surface 3. Create a base for every building in the blocks 3. Extrude the buildings upwards So its very simple but since the buildings are on a deforming surface they are not straight and are constantly moving, UVing them is a bit tricky (unless i'm being very stupid). My initial methods were: Do extrusions and UV buildings while on a flat surface then somehow transfer them back on to the deformed surface (rivet sop, copy sop??). Problem: buildings must be copied back in the same order to maintain the city layout. Convert primitive normal vector to rotation matrix and align UV project (cylindrical) node to building UV project (Y axis) city layout then edit UVs of the building walls with each extrusion problem: effectively results in a Z orthographic projection for the walls so UVs must be horizontally unwrapped ​​​​Iterate through building walls and calculate the area of the each primitive in UV space and scale it based on the area of the primitive in 3D space After UV projection of the city layout, duplicate the primitive and layout the points along the X axis in UV space based on their length, then all extrusions will be in proportion. Then transfer the UVs from the duplicated primitive back to the roof of the building I've attached a slightly simplified version of my scene with annotations. Thanks very much, Mike texture_problem.hipnc
  20. Group Primatives by UV Tile

    Hey guys, I'm looking into a way to group primitives based on their UV tile. I know how to do this in the viewport by switching to the UV view and selecting the faces of the geometry in the tile I want and clicking group in the shelf. However, I'm looking for a way to do this in vops or using an expression. I want a procedural way to do this. I don't know if the tiles are numbered or how I would go about doing this.
  21. UV a skin

    Hello, I've done this before so I know it's possible, but having a brain fart. I can UV as a sweep by using end and unrolling the curves the U and V curves, then uv texture with Arc Length spline setting U to be -90 degrees off the axis of the V, and then scale it after the sweep. But the sweep does not let me use pscale, and orientations that a copy stamp and sweep setup let me use, which in this case would be much prefer-ed. -Ben
  22. Hello all, I just completed my procedural UV+Texturing tool: Documentation: http://www.twandegra...Vgen_Manual.pdf Orbolt page: http://www.orbolt.co...raaf::TdG_UVgen The UV's generated are suitable for the use in video games, alternatively, they can be used as a base to manually edit. The process is almost completely automatic, with various settings to suit particular needs. Apart from UVs, the generator is also capable of creating base-textures, to speed up the texturing process. UVing Features: - 6 axis UV projection. - Projection based on Smooth groups (or vertex normals). - Automatic detection and mapping of cylinders. - UV mirroring across a plane of symmetry. - Limited support for UV relaxation. - Automatic detection and overlapping of identical shapes (wheels for instance). - Automatic UV welding to limit the amount small shapes. - Automatic UV layout. - Automatic UV compressing. - Support for Non-Commercial Houdini licences (UVs can avoid watermarked areas) - Support for manual tweaking of the UVs. Texturing Features: - Reference map, to see which texture area's correspond to the model. - Limited support for Tangent/Object space normal maps and Bump maps. - Ambient occlusion map, tries to prevent texture overlapping automatically. - Highlights/weathering map, tries to prevent texture overlapping automatically. - Plate map, uses a given angle to divide the model up into plates. (texture changeable) - Rivet map, uses the same angle to create rivets. (texture changeable) - Automatic rendering setup. - Automatic rendering and saving of the layers as separate textures.
  23. Does anyone have an ellagant solution to the Corner UV Problem when working with sweep surfaces. I've attached two images illustrating the problem and a Hip File. I build the UV's using rows and collumn approach, but when creating things like corners I need to pinch separate the inside corner verts. a Procedural solution is needed as I don't know what the corner angle may be. thanks in advance for your thoughts. Cheers, kni uv_sweep.hip
  24. Query UV Coordinates

    How do you query the values of the faces within a UV coordinate? Thank you
  25. Houdini Fur

    Hi guys, I am relatively very new to Houdini and would like to seek help from all you Houdini Masters. I would like to know: How Can I achieve the original color of my texture map in Houdini Fur because when I try to apply my color map I don't get the desired result which I suppose is mainly due to the color ramp provided in the diffuse section of Fur shader.If I make it white it make texture too bright which is kind of multiplier. Also I would like to know if some one can describe the function and implication of blend color map ramp in fur shader, unfortunately Houdini's help doesn't provide much info related to its' function and use. I would also like to know how can I generate or take out the length map as an image file so that I can further make necessary adjustments to the map in another paint programe such as Photoshop. Does Houdini support feature such as UV set which is very helpful in software such as MAYA for distributing and using UV space in more appropriate manner. Can we use custom curves with Houdini's Fur, if yes then how what is the procedure for it. How can I implement new hair model with Houdini. Hope you guys would disregard my lack of knowledge of Houdini and would come forward with some reply for my better understanding of Houdini.
×