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Found 2 results

  1. 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
  2. Hello everyone, I am working with volumetric capture data and would like to have points scattered on it that moves with the data but also doesn't chang every frame. The issue is that the geometry, primitive number and uv's keep changing every frame. So I can't do the same trick I can do with mocap data using the primuv attributes. Anyone have any experience with this and how I should handle it?
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