anicg Posted February 6, 2019 Share Posted February 6, 2019 Long road, long cable, a bridge, a long wall, fence... most environment assets that use the copy sop create a challenge for me when it comes to texturing and therefore UVs. To make sure I get the most of the 0 to 1 UV space, I want to have one UV island representing the original geometry that has been copied, and place the UV islands of the other copies on top of the original and on top of each other. Any idea how I can place the UV island on top of each other? Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted February 6, 2019 Share Posted February 6, 2019 Don't a copy to points sop do it automatically? If UV created before copy. Quote Link to comment Share on other sites More sharing options...
davpe Posted February 6, 2019 Share Posted February 6, 2019 very much depends what is your workflow... if you build the stuff within houdini, everything is much simpler as you can utilize various procedural techniques to get uvs with little effort even for complex geometry. long cables for instance can have repeating uv segments generated for free with use of polywire SOP if you're generating them from curves. uvlayout SOP has an option to stack equal uv islands. if you're instancing, instances will have stacked uvs automatically (given they already have uvs done before instancing). Quote Link to comment Share on other sites More sharing options...
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