archo_p Posted September 24, 2020 Share Posted September 24, 2020 I have been needing to make some custom utility UV sets for use in things like Unreal nDisplay and other technical usages of texture coordinates. I am using some atypical techniques to create and convert P and other attributes from second inputs on attribute wrangles and such, all is fine for this, but viewing the UVs has been tricky. What I'm wondering is if there is a way to get a vector attribute to be "tagged" with the Tex "sub-type" so that it is available in the UV Viewport auto attribute list. For now I've had to always create my UV attributes with a UV Texture SOP and then set those attributes to my results in a wrangle so that they maintain this mysterious (Tex) signifier you can see when getting info on a node next to the attribute ( for example : "uv0 3flt(Tex)" ). I'm just wondering if there's a way to add this "tag" to an attribute down the pipe instead of via a UV SOP that initializes the attribute, thus making it appear in my list of uv attributes in the UV Viewport. I can't discern an option for this in attribute create or otherwise, nor can i find an official name for this attribute "tag" or "sub-type", anyone know? Thanks! P Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted September 24, 2020 Share Posted September 24, 2020 Hi P Sis, there is a way to apply metadata to attributes (ie. "texturecoord") with the VEX function setattribtypeinfo(). https://www.sidefx.com/docs/houdini/vex/attribtypeinfo_suite 1 Quote Link to comment Share on other sites More sharing options...
archo_p Posted September 24, 2020 Author Share Posted September 24, 2020 awesome, just what i was looking for! Thanks konstantin! Quote Link to comment Share on other sites More sharing options...
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