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Found 110 results

  1. Hi there, Im stuck on this problem im facing. I have created a material which basically shows the wetmap (collision history) of my flip fluid colliding with my static object. The issue I face is how to export this diffuse material as an animated image sequence in the correct uv space and unwrap of the static object model. i want to use this in maya as a shader. If anyone has any suggestions i would be thankfull forever :). Cheers.
  2. UVing curved grids

    i have this scene made of simple curved planes i want to uv. The desired result would be a perfect 1x1 square filling one uv tile for every surface and then moving to the next. i thought uv flatten would do the job but for some reason it doesnt work as expected even though its just curved surfaces almost flat,no weird curvatures. Any tips much appreciated! uv.bgeo uv.hip
  3. uv and closed spline

    I need to uv a circle sweeped around a closed curve, I've used the method of Indie PIxel with a group of point, but the result seems to be not correct, is there another way to generate uv with vex or uv texture for this case ? Thx closed uv.hipnc
  4. Hello everyone, is it possible to make stamped textures, mapped to geometry using UVs, visible in the viewport? Best Regards, Chrizzo stamped_tex_test.zip
  5. Hi Guys, I'm trying to replicate COP workflow from Simon Holmedal, in the video below about 29:00 he folding UV coordinate VOPCOP filter... I can't make it work... Any Idea? Thanks.
  6. Hello folks, After enjoying myself immensely shading in Mantra (Kursk and Angel Has Fallen) for two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here. Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix... nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious. My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated). So... who can be the man of the hour and point me in the right direction?
  7. Mantra UV Pass

    Is there a way to add a uv aov in a shader ? I've tried to bind uv to an output ut uv pass is black ? Any idea ? Thx untitled2.hipnc
  8. UVs for procedural corals

    Hi there, I'm making some proecural corals for a game engine situation using VDB advection: so of course the highpoly models need to be reduced and have normals and height etc maps baked, but i'm having a bit of a nightmare trying to find a auto UV solution that can create Uvs that don't contain errors, see below a baked AO texture resulting from auto UVs, the errors are even more noticeable on the normals channel: Could anyone advise me on what settings to try in the autoUV SOP? I'm currently using the UV autoseam, I tried cluster but its just crashing my machine. It doesn't matter if it takes an hour+ to generate the UVs for each coral, or should I just abandon trying to autoUV shapes this organic and weird? UV maps are always very confusing for me. Any help at this time is hugely appreciated, H
  9. Hi houdinist ! I am trying to apply saturn ring texture in mantra but I failed to reproduce the texture mapping in attachement (done in blender), someone could help ? I tried to rotate UV by an angle of 90° over each face, but I don't know how to achieve this hip file in attachment with saturn ring texture thanks Alex ring.hipnc
  10. Hello! First time posting. I'm new to Houdini, this is my first project that I decided to do. But I'm a fairly seasoned C4D 3D generalist so I know what I want to do in Houdini, I just don't know how to go about it. I'm in Houdini 17.5. Here is the problem. I have stumbled around in Houdini and made a Viscous Flip Fluid Sim. I made a Sphere an emitter, and emitted my fluid pouring onto a .OBJ mesh that I imported in. I've cached the particle FLIP Particle simin the DOP network, the Particle Fluid Compressed Cached, and Particle Fluid Surface Cached. Now here is my problem. I exported my meshed sim as an alembic from a ROP_Alembic node. Imported into C4D. And then I realized I have a UV problem. This is a Redshift texture and shading pass that I did with my sequence. At the time I forgot to plug in the velocity data tags from the Alembic sequence into the Redshift motion vector blur, so if it looks weird, that is why. Crystal_Goo_Test.mov My texture smudges are on the mesh, but they stay static while the mesh animates. It looks just like the textures from this cartoon it doesn't move with it. So after a bit of digging I realize I don't even have UV's. Because Flip Fluids don't come with UV's, and if I never defined any UV's then how could they just magically appear? lol. So I tried researching how to generate them, and how to export them with the alembic. But for my specific situation I couldn't find anything that was up to date and worked. OR I am too much of a noob to implement what I saw in forum posts. The stuff I saw was for Houdini version 13, 14.5 and 16. I'm on 17.5. Here is a screen shot of how I tried to generate UV's and export them, again I never re-cached my sim yet. I just tried to put uv's on my existing set up. Below is my emitter. And there are no UV's on this sphere primitive, nor anywhere before the output. I took a shot in the dark and tried to see if I could generate them after all my caches (because it took 3 days to cache the fluid surface mesh). So I honestly have no idea where to generate these uv's, how to do it correctly, and how to get them passed onto the fluid mesh for alembic export and texturing in C4D Redshift. I'm including my .hip file with my cache's disconnected. They are over 200 GB's all together so it's too big to include here. Lower the substeps in the Flip Solver or lessen the Fluid Mesher to make it play back faster. I used high settings for my final export (also I tried my best to optimize, but again I'm a noob with Houdini and have probably done things incorrectly in my set up). Crystal_Viscous_Sim.zip The FLIP DOP cache might still need to be disconnected. This is the final step of my personal project. I've done all this on my own but I'm super stuck on this UV generation and export. And once I can export this fluid mesh an an alembic sequence for C4D Redshift I will be set to render. Thank you in advance for any feedback and/or answers. Please write out instructions very clearly for me to replicate if you don't want to provide pictures/ screenshots or .hip files. Again what I'm trying to do is generate UV's for my Fluid Surface, and have then be able to be exported via an Alembic sequence for texturing and rendering in Redshift.
  11. Hey guys, I never went into COPs, but I saw a talk of Simon Homeldal, and get inspired. So, in this talk, he's doing some manhattan noise and use as displacement, he also does some operations to get mirrored effects and masking/sharping stuff. My main goal is to, for example if I have a triangle UV island, how can I select the border, extrude inwards to create that border, add some detail (ie substracting manhattan noise) and use that as displacement? Any good tutorial or read on COPs will be useful, did some research but there is not much information on that subject. If anybody want to see the talk (amazing one) here's the link: Cheers!
  12. I have 20*2, each 2 are (2 sides of the same plane, copied 20times) are supposed to show up in a rectangle. The first 9 seem to do it well, the other 11 (2nd row) are getting too cozy and want to share the rectangles with each other. Am I doing something wrong?
  13. Keep uv on deformed mesh by points

    Hello ! I hope that you all are ok ! I have a problem that I do not understand ! I made a point simulation from a geometry so that it deforms with an elastic effect. I want the final result to keep the uv's basic geometry. I have the VDB, it does not work well. The deform point works almost perfectly, indeed after a certain moment of the simulation, it pushes certain point anyhow and the geometry is badly deformed. I would like to know how to properly adjust the deform point, or another technique to perfectly keep uv if needed ! Thank you ! at_vellum_sticky_uv_OD.hiplc
  14. Hi guys, I have encountered a problem while importing alembic files with UVs. They seem to be kinda rotated (right mesh) - on the left is the same mesh but exported as static .obj. Does anyone know how to fix this? I've attached the file if someone is interested Thank you alembic_import_UVs.hip
  15. Hello everyone! Please tell me who engaged in the creation of lava in the Houdini. I need to create a procedural texture of magma so that it follows the surface of the geometry. Also, perhaps you know how to create dark folds on the surface of the lava as it cools. Thank everybody in advance! The dark folds
  16. Houdini Liquid Surface

    Hello! I would like to recreate the following effect: LiquidSurface.mp4.mp4 I want to apply an image texture (with normal, bump, roughness, ... maps) to a plane that deforms in the certain way that it does in the .mp4 that i attached as a file. Do you guys know the technique behind this?
  17. UV from vector file

    Hey. My idea is to create a uv in Illustrator and transfer same uv on geometry object. I try to solve it myself, but now i need your help/some idea. My problem is wrong rotation island on target uv model. I try sort points, primitives and my other idea didnt work. (ofc I dont want fix uv islands by hand) I cleaned my mad project for you and attached project files here (project, vector uv file and texture for experiments) Thanks for your answers. //add The main problem i think wrong sorting vertices i cant solve it. If you unlock "sort" node in my project you see primitives was sorted fine (i hope) I think new map will be more useful (testUV_02.jpg) //new HoudiniTestUV.hipnc testUV_01.ai
  18. Copy UVs to other faces

    Hello all! I have a series of blocks that I am projecting a texture onto. In my animation the image breaks apart into individual blocks like pixels. The issue I run into is how can I carry the texture on the front face of the geom onto the rest of the sides? To create the blocks for the anim, I am generating a bunch of points and adding noise the the positions. The block models are being copied to the points, converted, then UVs projected. Any guidance would be a huge help!
  19. Fairly new to Houdini and I feel like there must be a trick to this- how to get accurate UV's from Vellum's Post Process node for export into an Alembic. I create my UV's at the top of the Vellum chain before sim- let's say it's a grid object. The last step in the Vellum process is obviously the Post Process node where you can subdivide and extrude the object. This screws up the initial UVs as now there is way more geometry. Applying a UV texture after this doesn't work as it recalculates every frame. How can I make this work correctly?
  20. Hi, I'm trying to assign a material to some instances and I'd like for the opacity to be driven by a set the instanceObject uvs (uv) and the basecolor to be driven by the instanceTemplate uvs (uvgral). Is this possible? What I'm trying is to call uvgral in the material but it's not working. Overrides I do at SOP level don't work (naturally) and my attempt to make an override at object level was unsuccessful. Thanks!
  21. I've done the UV's, a simple box, flat. Repeated several times. How do I get UDIM tiles, with each segment (box) in a separate tile. Do I need to create any UDIM stuff before the UV layout?
  22. I want to export model with animation to maya but when I import in maya 2018 UV is gone. I try to promote UV to point before export it can see UV in maya but UV is wrong. I want to know how to export alembic with uv, Thank.
  23. Open UV View (Uv Editor ) in Python

    Hello , I'm looking for a way in python to open UV View (UV Editor) in a separate window , any help .
  24. I understood from a tutorial that UV Flatten comes before polybevel and subdivide. It kind of keeps the UVs. But I noticed when I switched on the "UV distortion" in the viewport that when I add the subdivide after the UV flatten, there are distortions in the edges. Do you use UV flatten before or after subdivide and polybevel?
  25. I've created a subnet that sets up the UVs for texturing and it works correctly, until I apply a Voronoi fracture node, after that the texture no longer aligns properly. I've attached my scene file. Thanks a lot! ImageBased_Destruction_Cobble_Test_003 .hip
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