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Found 123 results

  1. 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!
  2. 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
  3. 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!
  4. 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
  5. Problem with UVs after fracture

    Hi guys, I have a problem with my workflow Maya -> Houdini ->maya. Let's suppose I've modeled an asset in Maya and then I want to fracture it; I usually import it as an alembic, do my fracture, create UVs for the inside faces, etc... and then ROP it out as another alembic, keeping my original UVs and hierarchy intact. Super simple setup example Now, the problem is that the original UVs, have the new seams for the fracture, but some points are fused together. This creates some manifold error in Maya and means extra steps to fix it; also, inspecting the UV connectivity in Houdini, all the outside parts appear to be under the same island. There is a way in Houdini to split the UV island into the individual fractured parts, even if the shells when points are overlapping? What I get What I expect (created adding a cutPlaneOffset under the voronoi node, but is something that I don't want to do) Walkaround that I've found: ROP out an OBJ doesn't have this issue, but the OBJ can't store a hierarchy like an alembic Add a unique path attributes to each fractured piece, but then I need to re-combine the object in Maya and re-adjust the hierarchy (and Maya don't behave well with tons of shapeNodes). If I cycle over each fractured piece and shrink the outside UV shell, then the points don't overlap anymore and I end up with the right divisions, but I don't want to touch my original UVs Hope it makes sense, I attach some screenshot and a hip file. Thanks, D fractureTest_v001.hipnc
  6. Hello, I’m new to houdini, so I don’t know much. Is there a way to import particle fluid surface (water fluid displacement) into a displacement texture map? For example, oceanEvaluate node have "export to texture" tab and I can export displacement texture for FFT ocean. Is it possible to do the same for a particle surface mesh?
  7. Hey guys. Any idea how I could get render time displacement, based on values of points that I scattered on the surface? This is a simple scene of what I`m trying to achieve. Basically I have sourceprimnum and uv values on points and I just need to transfer those values to UV maps I think so I could use them in redshift to drive displacement. I tried using geomerty to bake displacement maps in COPs and it works, but original geometry is would have to be subdivided too many times and would get way too heavy for what I`m after. Any ideas how I can do that in render time? I`m gonna use Redshift, but that doesn`t really matter. Cheers Janis displacement2.hip
  8. Hi, I want to use a Mixamo character for a scene. I'm using v18 and when rendering, the render uv cuts/uv seams are visible! I tried in 17.5 and they don't! I want use v18 because the render result is much better. Is there any way to hide UV cuts on v18 render? Sorry for my english and I hope you can help me, thanks in advance. demon.fbx character.hipnc
  9. How to normalize a UV grid to square

    Hi guys! I need some help with uv unwrapping. Can someone explain to me how to normalize a UV grid to square: Thank you in advance! Best regard! hair.hipnc
  10. Hi all, I have been researching for this for days and so far haven't found a solution for this question. Maybe someone with more knowledge can point to the right direction. So, I have converted a 3D geo to a 2D version of it using the UV as reference through "@P = @UV". So far, so good. Now I need to perform some simple modeling procedures on the 2D geo like individual face extrusion, bevel etc and then bring the geo back to the original 3D version but with the modifications added. Would someone know how to bring the modified 2D mesh to its 3D format but keeping the mods performed while it was in 2D? Any suggestions would be appreciated. Thanks.
  11. Hi; To stick UVs to a melting geometry, I tried to transfer vertex UVs from the main geo to my scattered points, but there are some problems shown in the image bellow. How can I solve this? Thanks for helping. UV_Melting_01.hip
  12. Hi All, I'm having a problem here where I'm deforming some terrain geo using a vdb network. These are just like growing particle plants which create little mounds in the dirt as they birth. The terrain UV is jittering around as these seeds move through the vdb, reshaping the terrain. I've tried a rest position which would normally work. But i've not had experience using the rest with VDB transformation. I've attached a file and a redshift render. Thanks! ground_deformation_example.zip Particle_Growth_v3-Redshift_ROP1.mp4
  13. Can any uv, modelling experts have a look at my geometry in the attached and tell me if my Normals are 'ok'? The geometry is an inverted pyramid shape hollowed out. I should have a normal perpendicular to each face in my geometry which deosn't seem to be the case. I'f tried every setting on the Normal SOP and nothing seems to make a difference. Also, when do you know if you should be applying normals to vertices, points or primitives?
  14. GameDev Auto UV

    Any UV experts familiar with GameDev Auto UV? What are some good starting settings to try?
  15. 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.
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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?
  21. 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
  22. 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
  23. 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
  24. 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.
  25. 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!
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