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


  • 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 144 results

  1. Hi How can I make UV's follow mesh curves, like the green line, instead of the red...
  2. I'm trying to apply this tiger's UV'd texture to fur/hair. I'm going round in circles and sure i'm being stupid, grooming is new to me. Any pointers appreciated:) Rendering w redshift.
  3. UVs and connectivity

    Is there any "real" attribute in a mesh that defines how vertex UVs are connected together? Or is it only implicit, so if two vertex UVs have the same position, they are considered merged? For contrast, in Maya a UV set is considered its own pseudo mesh, with the same UV point connecting to multiple face vertices, its own distinct topology buffers etc.
  4. Hello all, I’m a relative noob and while this seems like it would be do-able, I have no idea which nodes I would need to invoke. I would like to map a repeating (but not tiled) texture on an object that already has an underlying material / texture. (So for example, knots on a tree trunk, or pimples on a human face.) The way I imagine this might work is that once I’ve used Scatter SOP to scatter some points on my base object, I would somehow translate those point coordinates to UV coordinates (Not sure how to do this). Those UV point coordinates could then be used along with a texture’s 2D matrix to map its pixel data per point (Don’t know how to do this). I would also imagine I could use a pscale value with some randomization to vary the sizing of this repeated texture (again, not sure at all how to approach this). I'd also imagine I'd want to use some kind of multi-layered shader with alphas in order to preserve the base layer material properties. I should note that I’m using Redshift here, as I imagine this might make a difference as it might have a few more limitations compared to native Houdini texture/materials workflows (though maybe not?). Preemptive thanks to any responders! NpF
  5. RBD texture problem

    Hi everyone I have an RBD fracture that works fine however the texture doesn't stick to the object once it fractures and moves. I tried several things such as copying the uv attribute however it still doesn't work. Any ideas of how can I make it work? Appreciate any help !!!! I attatch my file and a screenshot of my nodes many many many manyyy thanks in advance Julia frac4_foru.hipnc
  6. Hello Everybody, I have spend my last week to understand the process of UV's/UDIM, and... check a lot of forum to find a solution to my problem... and nothing. I have a 3D Model of a puppet (3D Sculpting) import in Houdini in different object (Eyes, arms, legs.. etc). Very basic. I grouped each part and merge them. I worked on the UV. Mainly with "UV Flatten" nodes, and some AutoUV. I finish this part (not.. the most accurate work but.. this is for the idea) And i placed a UVLayout. Fixed Scale, UDIM activated. Perfect. But.. One thing i don't understand is.. : How can i say to "UVLayout" node, to make UDIM island for Legs, arms, eyes, etc.. ? 'Cause actually, for example, my UDIM 1001 have a one leg, and one arm. UDIM 1002 have the eyes, and one ear, etc... I tried to play with the Columns or Scale too. So.. i can use this to paint them into substance for example. it works. But once i want to re-import my texture (base color, normal, etc..) into my houdini material node... it's not working the way i want. For sure.. If i import my UDIM1001 in my material node, for the LEG Group, my arms will be affected too. So.. i thought.. If i try to make ONE UDIM ISLAND per Object (Legs, arms, etc) .. I can paint, and re-import my material into houdini, per group, without any problem.. I hope i'm clear. I think i don't use the right way to do this. Here's is my .HIPLC project under if you want to check and if it can help. Thank you! Main_Character.hiplc
  7. Hello, Could anyone make a quick example how would you scale the down the UVs to a pixel point by each of the islands pivot points? Specifically, I'm trying to do this for the voronoi fracture pieces, so each of the pieces UVs get scaled down to a pixel Thanks in advance!
  8. RBD unpack sop lost UVs

    Hello guys, I'm setting up a active rbd pieces using rbdconfigure and rbdpack, after the setup even setting to transfer all attributes the UVs get lost.
  9. I found that houdini will automatically clamp the texture coordinate attributes to vector2 when export geo to FBX file. This is quite annoying since I need those extra channel of texcoord (can be vector4) to store some custom data for the use in Unity. So is there any workaround of it?
  10. Hello, I'm struggling one more time with the rest position. It's something I really have problem to assimilate. So I have my vellum hair simulation. Then I applied a wire to create thickness to my rope. I then applied some UVflatten/layout. And then the UV doesn't stick to my rope. I assume I should use rest for that. But it's an eternal misunderstanding between us. Any help ? Thanks
  11. I have this mesh of a road for an architectural project. The texture i want to apply needs to flow with the direction of the road. for the intersections i was thinking i could blend a different material similar to the directional one but without a lot of directional elements. Perhaps a modified version of the first one. How can generate the correct uvs? i know this is done easily with a sweep which generates uvs automatically, so i was thinking i could replicate my road with sweep geo somehow and then attribute transfer the uvs, but maybe someone knows a better way Roadremesh.obj
  12. Hi guys. I'm working on a game asset. In short: I would like to find a solution for detecting stacked UVS of multiple same objects, and then group those UVs except the UVs of the first instance. Example: Imagine 20 knobs in an airplane cockpit. They all have the same UVs, and when I use the UV layout, with Stack Identical Islands, all 20 knobs share the same exact UV Island. However, when I then go to bake the textures for this in Substance, Substance will bake 20 times into that same one UV space. So for that reason, I am trying to find a way in which I can detect stacked UVs, and then hopefully also group 19 of them. I will then change the UVs to zero so that Substance doesn't bake the textures into that again. Possible solution (?): In the process of writing this, I found out that the UVLayout node can output a @target prim attrib. Now it seems that this is either 0 or -1 and initially it seemed that it actually does exactly what I needed, it applied 0 to non stacked UVs and -1 to stacked UVs except one. However this does not seem to work always, sometimes the target misses stacked things, and sometimes it applies it to also nonstacked things. Plus, it doesn't apply target=0 to only islands from the first object, but rather it picks UV islands from random instances and then puts 0 on those. I attached a simple example of what I need and what I am getting right now. Hopefully, that will make things clearer. 2 questions: Does anyone know what is the actual "target" and how does it work exactly? If not, can anyone think of any better solution? I've been trying to solve this for years and so far I've been having to group the objects manually. And there are hundreds of objects... Anyway, thanks! Stacking UVs.hipnc
  13. Hi, I have a question about seams edge. I'm trying to take uv to 3d position, so I need to split uv seams and promote uv from vertices to point, but the problem is some seams edge group I want disappeared after split uv seams. Does anyone know how to keep the seams group? Thanks for any suggestions! problem.hiplc
  14. Denoting an attribute as "Tex"

    I have been needing to make some custom utility UV sets for use in things like Unreal nDisplay and other technical usages of texture coordinates. I am using some atypical techniques to create and convert P and other attributes from second inputs on attribute wrangles and such, all is fine for this, but viewing the UVs has been tricky. What I'm wondering is if there is a way to get a vector attribute to be "tagged" with the Tex "sub-type" so that it is available in the UV Viewport auto attribute list. For now I've had to always create my UV attributes with a UV Texture SOP and then set those attributes to my results in a wrangle so that they maintain this mysterious (Tex) signifier you can see when getting info on a node next to the attribute ( for example : "uv0 3flt(Tex)" ). I'm just wondering if there's a way to add this "tag" to an attribute down the pipe instead of via a UV SOP that initializes the attribute, thus making it appear in my list of uv attributes in the UV Viewport. I can't discern an option for this in attribute create or otherwise, nor can i find an official name for this attribute "tag" or "sub-type", anyone know? Thanks! P
  15. UV on FLIP using Rest

    I know this question has been asked on here a few times but I still cannot seem to get a straight answer. I watched the 16.5 FLIP masterclass on how to use the dual rest solver but the thing is Jeff Wagner never actually got it working. If you open his scene files and disable/enable the VOP node you can see he actually didn't do anything- it's the same UV result either way coming from the UV Quickshade. Then I tried to read up on the Dual Rest and Dual Rest Solver nodes, to which there is essentially no explanation in the Houdini help. And while I understand the concept of the Rest SOP measuring the distance between initial positions and deformed positions on points, I still don't understand how to translate that into UV space. So I want to just put this to bed by asking a straightforward question and hopefully receiving a straight answer! (Please no links to other threads I literally have been down a rabbit hole on this several times with no good answers). I want to take the rubber toy test geometry, add it to flip with simple fluid source and FLIP object, use gravity to smash it against a floor plane. Outputting dual rest attributes from the flip solver. In this scenario, how can I- a - take the initial UVs from the geometry and have them deform with the sim b - take the dual rest attribs and use those to UV on my own with a procedural texture
  16. Hello guys. I was wondering how to get the uv's from a rest position (time shift to frame 1) to a deofrming mesh. Otherwise my uvunwrap flicckers and calculates each frame which is not okay. Thanks a lot. P.D: Point number doesnt change.
  17. Hey guys! I require help dealing with packed alembic within houdini 17.5/18. I have a heavy geo but im getting an issue with textures not showing properly unless unpacking but unpacking causes scene to be extremely heavy. So is it possible to keep it a delayed packed primitive and unpack only the uv attribute to maintain the scene being lighter and yet allows the unpack uv to be read within renderman for houdini. Any thoughts?
  18. Hello; I would like to use the existing UV of my imported geometry as a starting point of UV mapping, So I tried UVFlatten SOP. The problem is by selecting "Preserve Seams", it locks existing UV seams and I can't sew them. How can I fix it? Thanks for helping.
  19. I've got some geo with 120+ leaf geometries and I'd like to procedurally move each geos uvs to it's own separate UDIM. I'm currently using a for-loop and some modulos but it's not quite working right transform x on uvtransform28 = detail("../foreach_begin8_metadata1", "iteration", 0)%10*2 transform y on uvtransform32 detail("../foreach_begin8_metadata1", "iteration", 0)-detail("../foreach_begin8_metadata1", "iteration", 0)%10 Any ideas?
  20. Viewing Additional UV Maps

    I'm trying to view an additional UV map. uv (a 3flt) views just fine. However uvWind (also a 3flt) refused to appear in the UV Viewport dropdown. I created a third with the UV Texture node - uvWind1 - and that show up just fine. Though I notice that as well as being a 3 channel float like the others Houdini has tagged it a Tex. How can you tag an attribute as a Tex so Houdini treats it as a UV channel in the viewport? Thanks!
  21. Hello; In the UV edit view, I want to load a texture from disk, as a UV background, but I can't find any option. Thanks for helping.
  22. UDIMS

    Hey magicians, I'm fighting to get proper UVs to substance, I made a signage with multiple elements, each one got their UVs working. Now I'm trying to export each uv organized and in separated UV islands, tryed uv layout but make's the UVs weird, if I change scale to "Fixed" they look good, but they dont have layout per island in the UV viewport. Any advice will be super helpful Thanks!
  23. Hi, I'd like to sample the UVs and texture from the models i intersect with but don't know how... Any advice ? Thanks Escherisation.hipnc
  24. Non overlapping UV's

    Hi all, I'm looking for a way to ensure I generate guaranteed non overlapping UV's. (Besides exploding it into all triangles and a huge mess). The resulting UV's don't need to be super great, the importance of fixing the non overlapping issue is key. flattenUV and unwrap and all tools I tried on my sometimes complex meshes produce overlapping artefacts. Thanks for any help!
  25. Hey all, Ive been following a tutorial on how to transfer the UV's to simulated flip fluid and all was going well untill I added a remesh node to the transferred UV attribute which was supposed to smooth out the mesh to preserve the detail of the texture. Instead what has happened is that the UV's have gone from being seperate shells to having all their edges connected together. There is already a vertex split in the node graph which fixed the issue before I added the remesh node. Any help would be greatly appreciated, I've provided the scene file - thanks a bunch Melting_Example_v001.hiplc