sschoellhammer Posted July 21, 2016 Share Posted July 21, 2016 I made the simplest tool - to transform a mesh to match it's uvs in world space. It's working great within houdini so I wanted to make it a tool for me within maya using houdini engine. Sadly without luck, it seems so straightforward but I just get an empty shape there :/ I'm attaching the otl and hip file in the hope somebody can see a problem.. Thanks!! Seb uvToMesh.hiplc Sebastian_uvtomesh.hdalc Quote Link to comment Share on other sites More sharing options...
3dome Posted July 21, 2016 Share Posted July 21, 2016 please lock your file SOP so it caches the geometry in it and people here can work with the same geo as you use. Anyway, when i plug a cube with uvs into it, nothing works. this is because UV by default is a vertex attrib in houdini. For your asset to work with the code you have in the wrangle right now, you need to have uvs as a point attrib (attrib promote) (But vertex UVs are a lot better to work with). Havent used maya in a while so i dont know what type of attrib UV is inside of maya Quote Link to comment Share on other sites More sharing options...
sschoellhammer Posted July 22, 2016 Author Share Posted July 22, 2016 Hello - thanks for the reply! OK I've learnt you can inbed geo by locking the filenode I'll keep it in mind for next time. After promoting the vertex to point it's also working in maya. I guess the file node in houdini imports uvs as a point attrib and that's how it was tricking me to believe my code was working Awesome! Quote Link to comment Share on other sites More sharing options...
3dome Posted July 22, 2016 Share Posted July 22, 2016 yeah but keep in mind it makes your hip file bigger aswell if you lock nodes. nope, the file node does not import uvs as point attrib (if the file comes from houdini, dont know about .obj from other software. guess it depends on their way of dealing with attrib types). anyway glad to hear it works for you now Quote Link to comment Share on other sites More sharing options...
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