AntoineSfx Posted December 29, 2018 Share Posted December 29, 2018 (edited) So I have a few textures for a hardwood floor, and the textures align nicely on a grid object, but it's still obvious that it's not a seamless texture. With the correct number of rows and columns set, I have one primitive per apparent plank. Some planks may have a seam somewhere but it's not too important right now. Now how do I shuffle the primitives ? I'm looking for the most Houdini way to do it.. Either actually shuffle the primitives, or copy the uv from a random primitive, which should look the same. Edited December 29, 2018 by AntoineSfx Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted December 29, 2018 Author Share Posted December 29, 2018 (edited) So here is how I did it Once the grid's cells align with the texture, Facet -> Unique points, Name each primitive (assign the name attribute) Pack the geometry (using the name attribute) Work on the point locations of the grid in an attribute wrangle, using a second grid for example in input1.. Randomize the points order ( sort / points / random ) of the second grid. @P=point(1,"P",@ptnum); unpack, and the rest is trivial.. I tweaked the colors and shifted every other row randomly. Edited December 29, 2018 by AntoineSfx 3 1 Quote Link to comment Share on other sites More sharing options...
hrivis Posted August 14, 2019 Share Posted August 14, 2019 Hi theere .. i need to do exactly this what you did.. could you share this? Quote Link to comment Share on other sites More sharing options...
4n7 Posted May 5, 2020 Share Posted May 5, 2020 sorry to dredge this but I'm also looking how to do this I have a simple replication of your steps, 2x grids of 10x10 size 10x6 divisions facet set to primitives and 'Unique Points' checked The 'Name' SOP adding a 'name' Attribute (this doesn't show in geometry spreadsheet, but does show in middle mouse click) The 'Pack' node attribute wrangle... New to houdini so still trying to get my head around most of this, I'll also be applying this to a curve so this may not work for me. Will look at curveu? or another way to randomly chop prims. Thanks Ant Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted May 6, 2020 Author Share Posted May 6, 2020 in Attribute Wrangle2, set Run Over to Points, because at this point, your're supposed to have packed primitives, so you're going to manipulate the primitives as if they were points. 1 Quote Link to comment Share on other sites More sharing options...
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