Mjag07 4 Posted January 7, 2019 So I have a model that I would like to pack the UV mapping across UDIMs in a certain way. Now I can pack as needed with the uvlayout node across around 10 UDIMs. The issue is I need to have the primitive all mapped in the same grid not packed over 3 UDIMs. I would think there is a setting to keep islands of a particular primitive together in the same grid. Either way, I hope this makes sense and any help would be much appreciated. Share this post Link to post Share on other sites
anim 1,211 Posted January 7, 2019 you can specify Target Attribute on UV Layout/Target Assignment Override that attribute will define which udim the primitive will be packed into Share this post Link to post Share on other sites
Mjag07 4 Posted January 7, 2019 (edited) Ok, So I tried that and for some reason, it didn't work as expected. The target attribute I used was by name. What's it looking for in terms of attributes? Edited January 7, 2019 by Mjag07 Share this post Link to post Share on other sites
anim 1,211 Posted January 7, 2019 the attribute should be integer and contain the udim number Share this post Link to post Share on other sites
Mjag07 4 Posted January 7, 2019 I looked at the popup dialog and it still doesn't seem to work. I do have a question you would have to do this per primitive to keep things together. I may be looking at it totally the wrong way. Do you by chance have an example of the packing override? Tomas, I really appreciate you taking the time out of your day to help me. Share this post Link to post Share on other sites
anim 1,211 Posted January 7, 2019 here is an example 1. using udim attribute to specify explicit udim per primitive 2. using primitive name attribute to generate unique udim attribute per name ts_using_udim_attrib_for_uvlayout.hip Share this post Link to post Share on other sites
Mjag07 4 Posted January 7, 2019 Awesome thanks for the example file. It's working per name dropping each mapped primitive on one udim. Not really what I had in mind but it will work. My idea was it would be able to pack the mapped primitives together across several udims. Not necessarily one primitive per UDIM. The reason I need to keep the primitives together is substance painter does not like primitives across several UDIMs. Either way, if there's no other workaround I can work with what you showed me already. Again thanks for the time Mike Share this post Link to post Share on other sites
davpe 190 Posted January 7, 2019 why don't you use more UVLayout nodes? just split your geometry into desired geometry pieces, UVLayout each of them separately to whatever number of udims you want, and then just offset individual UV sets to where you want them. 1 Share this post Link to post Share on other sites
Mjag07 4 Posted January 7, 2019 I think that's what I'm going to do Davpe. I just figured I would poke around and see if my first idea was even doable at this time in Houdini Share this post Link to post Share on other sites