Three65 Posted May 1, 2020 Share Posted May 1, 2020 I am trying to do a vellum simulation and was wondering if its possible to select points and group them based off a texture map. What I would like to do is build a UV for the model I am using and then just use a black and white map maybe to select points based off the map. My issue is that I am Remeshing my object on import and have to keep adjusting the remesh to get the right amount of points for my simulation. However the shape never changes so if I could use a texture map to select the points I need every time I remesh it would save me from having to re-select them. Hopefully this makes sense. Quote Link to comment Share on other sites More sharing options...
davpe Posted May 1, 2020 Share Posted May 1, 2020 (edited) hi, that should be fairly easy. on your original geometry with uvs, use "Atrribute from map" SOP - that will do like a point colors, based on the uv mapped texture you bring in (so the geometry resolution plays a role here). then attribute transfer the point colors to your remeshed geometry (attribute transfer SOP) - this expects the gemetry shape is not changing much as you suggested, otherwise the workflow would be a bit different. then on your remeshed geometry use a point wrangle with a code like this: if(@Cd.r>0.5) @group_mask = 1; and that will do a group called "mask" where the map intensity is more than 0.5 (borrowing a red channel here but it doesn't make a difference with grayscale maps). and that's it. cheers. D. Edited May 1, 2020 by davpe Quote Link to comment Share on other sites More sharing options...
Three65 Posted May 1, 2020 Author Share Posted May 1, 2020 I will give this a try davpe, thanks for taking the time to reply to this. I have been doing some research on transferring textures to points and grouping by color. This will help out a lot and save me a bunch of time. Thanks Again I appreciate it. Quote Link to comment Share on other sites More sharing options...
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