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sant0s81

[Solved] Grid to sphere with Bend Sop

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@flcc v@pt_uv is working for me and using point split (with vertex uv) to create uv islands. The creep sop may help aswell, if you convert your uv values into points positions. 

 

 

 

 

uv_creep.hipnc

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@Aizatulin Thanks, It works perfectly like that.

But is it juste another method or does that mean that uvsample is not the way to go for this task ?
I ask because you say v@pt_uv is working for you. I try to split point and vertex before the wrangle (in my previous exemple), but no way.

Just trying to understand.

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I was a bit unclear, v@pt_uv was related to your previous example to avoid the spiral. If you want to use plit points you can use the uv value directly, instead of converting them to point position. This was just to make it usable for the creep sop. uvsample is useful, if your target geometry is non parametric, which has no intrinsic uv values, which can be called with primuv() - to get every point of the surface by a (u,v) pair. uvsample is more an optimizer, which tries to find the best fitting uv-value for your input uvw vector. This uv-value can be for example a vertex/point uv-value (non intrinsic). uvsample will give you the (interpolated) point (or point/vertex attribute) on the geometry, which uv value has the closest distance to the input uvw vector. But the problem is, that there maybe multiple optima or the optimum is far away from the desired uvw vector etc... .

https://www.sidefx.com/docs/houdini/vex/functions/uvsample.html

or check Konstantins link.

 

Here is another modificaction of your previous example.

sphere_pos real uv_flcc.hipnc

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@Aizatulin  Thank you for that very clear explanation.
I got the intrinsic meaning now.
Meanwhile, I found one of the problems... a typo !  @pt_uv in place of v@pt_uv. I still fall into that trap sometime.
And yes i've carelly checked constantin link.
I've learn a lot with this "little" problem
Thank you for your time
Cheers
F

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