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Uniquifying UV Faces? (Non-Sticky Neighbors)


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Hi All,

 

I am trying to make non-sticky UVs. Lay down a grid followed by a UV Texture then a UV Edit. With the UV Edit active select a face and move it along the X axis in the UV viewport. The four points of the face do indeed move but they drag along the faces of the neighbors vertices as well. I don't want this effect. I want each face in the UV map to be an independent 4 point entity that is not connected to a neighbor. I want to be able to move a UV box anywhere on the image and not be related to any other faces.

 

I am still learning Houdini UVs. I wonder if I want each face to be an island...? Not sure of the terminology here.

 

post-12295-0-90647500-1428893036_thumb.j

 

Is there a node that can already do this or does it have to be done in a FOREACH for example?

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Thanks Marty I'll try that. What I wanted all along was the UV Transform instead of the UV Edit. I am happy with the shape of the UVs, just not their location. The UV Transform seems to be what I am looking for. I think Unique Points on the geometry might cause the faces to disconnect when I displace (which I realize I did not mention was a requirement earlier). I still want the faces to stretch.

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Dan, care to clarify? I notice that depending upon what projection type I use the UV coordinates appear in different columns in the Geometry Sheet (i.e. Primitives or Points). Is this what you are talking about? Should I use an Attribute Promote to always shift them to Points with the Delete Originals turned on?

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You make sure your UVs are created as vertex UVs, so if you are using a UV Texture, set it there (setting it to automatic, may create them as point attributes)

Otherwise use a promote SOP and promote the point uv attribute to vertex before the editing phase.

 

Basically Houdini Points are a collection of all vertices that are connected to the point in their respective primivites

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