Jump to content

Recommended Posts

I import model from maya in *.obj with uv to houdini. Then export model in *.obj from houdini and open in maya. if uv was vertex type, then in maya all uvs are cut separate. If uvs was point type, then all uvs are conected.. uv are broken in all variants

How I can export model from houdini and hold original uvs?????

Edited by dimosa
Link to comment
Share on other sites

you can't. Houdini isn't like Maya in this respect. In Maya you can merge uvs as you see fit. In Houdini uvs is an attribute either on the vertex or point. As you have mentioned, if it is a vertex, it will be per vertex with separate faces. If it is a point attribute, then all uvs are welded.


If I were you I would leave the uvs as a vertex attribute, load it into Maya, select all the uvs and uv merge with a tiny tolerance like .001. If this still gives undesirable results, then yes, you have to redo your uvs manually. 'tis the price of going back and forth because software than are conceptually different...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...