anicg Posted December 9, 2021 Share Posted December 9, 2021 (edited) Hi, Maya auto seams gives an excellent starting point (seams) to UV tree trunk and branches, you only need a few tweaks if any and you're done. I'm trying to do it in Houdini, I've tried the Labs auto Uv using multiple methods (UV autoseam,...) but I don't get anything usable. Any idea? I have attached an example geometry (bgeo file) tree_and_branches.bgeo Edited December 9, 2021 by anicg Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted December 9, 2021 Share Posted December 9, 2021 Hi Mani, although the topology of the geometry you have provided has little in common with the tree in the video and although Lab's Auto UV does what's expected, I suspect you'd want long branches to be split up into several UV islands to maximize UV space. If so, you could procedurally select rings by their edge length using the group node and feed those seams into the UV auto seam- and the UV flatten-node. tree_uv.hiplc Quote Link to comment Share on other sites More sharing options...
anicg Posted December 11, 2021 Author Share Posted December 11, 2021 I get too many seams, I'm trying to have clean speedtree-like UV with one seam that coincides with the edge of the seamless texture hide the seam. Quote Link to comment Share on other sites More sharing options...
anicg Posted December 11, 2021 Author Share Posted December 11, 2021 (edited) I have looked at the UV mapping done by speedtree, and all the islands have straight lines on all sides except where it connects with another branch/ground. I'm trying to have this UV mapping done procedurally in Houdini, not more than 1 seam, cutting the whole branch/trunk the speedtree way. I have attached screen-prints for the trunk, the roots, the branch, the twig, it's the same approach that's makes tree truly seamless. Any idea? Edited December 11, 2021 by anicg Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted December 11, 2021 Share Posted December 11, 2021 Maybe not what you want to hear, but as a general advice: Create the UVs while creating the mesh, not after. Otherwise sorting out UV coordinates may become more tedious than the entire process of geometry creation altogether. Quote Link to comment Share on other sites More sharing options...
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