enquel Posted December 18, 2016 Share Posted December 18, 2016 I have this problem: I have the hair curves imported as one mass of of points (each hair curve has equal length), which I then turned into actual curves by adding polylines broken every nth point. I then swept everything into actual polygons. Now, my problem is: I want to apply UV mapping, a linear mapping along each of the curves, and place them one right to another, like a patch of grass seen from a side. How to do that? UVTexture SOP has the options for splines, but I guess these needs to be single splines, not a bunch of them. Thank you in advance! Quote Link to comment Share on other sites More sharing options...
Shinjipierre Posted December 18, 2016 Share Posted December 18, 2016 Uvtexture with the rows and columns option? Quote Link to comment Share on other sites More sharing options...
enquel Posted December 19, 2016 Author Share Posted December 19, 2016 Did not work, I will post sample file soon. I guess I would need to make an attribute integer that would take a different value based on a strand number, then, maybe use a for each loop to do the mapping for each strand, then collect them and lay out nicely. Yet, I haven't been using Houdini for quite a time (been working on a game in Unity) and could use some help here. Quote Link to comment Share on other sites More sharing options...
acey195 Posted December 19, 2016 Share Posted December 19, 2016 (edited) My suggestion is doing the U component calculation, seperately on the backbone curves, and the V component on the cross section curves. with How the sweep SOP works since H15, that may just work. Otherwise I would suggest using a copy sop and enable transfer attributes in the 3rd tab (to keep the U component). Then you can just combine the U and V after the operation. Finally you can do a skin operation per original backbone curve 14 hours ago, Shinjipierre said: Uvtexture with the rows and columns option? 57 minutes ago, enquel said: Did not work, I will post sample file soon. I guess I would need to make an attribute integer that would take a different value based on a strand number, then, maybe use a for each loop to do the mapping for each strand, then collect them and lay out nicely. Yet, I haven't been using Houdini for quite a time (been working on a game in Unity) and could use some help here. This only works if either or both of the curves are in NURBS btw. Edited December 19, 2016 by acey195 Quote Link to comment Share on other sites More sharing options...
enquel Posted December 19, 2016 Author Share Posted December 19, 2016 Thank you, I will try that. Quote Link to comment Share on other sites More sharing options...
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