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Found 8 results

  1. Exporting UDIMs

    Hi guys, I am creating an HDA where you put the mesh and textures. What it does is that it saves those files to disk with proper names basically. However, the problem is when the texture has UDIMs. I can't find a way how to export UDIMs from Houdini. Right now the export is happening in COP network which doesn't support UDIMs, only sequences. Is there any way how to export UDIM textures like the baker does but without baking them? Just reexport/renaming? Thank you
  2. 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
  3. 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?
  4. 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!
  5. 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?
  6. 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?
  7. Hey all, I'm trying to set something up here that does some automatic UV placement for UDIM based texturing. What I'm having trouble with is setting it up so that every tenth iteration adds 1 to the value of the translate Y in a uvtransform node. I've got it working to loop through and translate it in X each time, but I need it to move up in Y by one, but all the way back to 0 in X after each tenth iteration. I hope that makes sense, here's a file so you can see what I've got working also. I'm just not good enough with the syntax and expressions yet to make it work quite right. AUTO_UDIM.hipnc
  8. hi guys I'm doing burning effect so I need a sequence alpha map. I made a procedurally burning area and alpha. So I could get alpha area on uv. Then, I wanna render the sequence uv map like I see on the uv viewport because wanna edit this uv texture in nuke. How can I render this uv map? plus, it's UDIM.
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