JDee Posted February 13, 2022 Share Posted February 13, 2022 I feel that I'm digging not in the right direction here... Is there a way to transfer (lock) Y world position onto UV Layout fora simple mesh that is being unwrapped as a strip, perhaps that is doable as a postprocess. That looks like Projection Offset in UV Layout should do the trick but that doesnt work for me. (red box what is needed as a uv output) Quote Link to comment Share on other sites More sharing options...
davpe Posted February 14, 2022 Share Posted February 14, 2022 hey, i'm not sitting in front of houdini right now, but you should be able to do that easily. after you use the uv layout SOP, use vertex wrangle or vertex VOP to copy the original v@uv.y from the node before the uv layout, keeping v@uv.x unaffected. Quote Link to comment Share on other sites More sharing options...
JDee Posted February 14, 2022 Author Share Posted February 14, 2022 (edited) 1 hour ago, davpe said: hey, i'm not sitting in front of houdini right now, but you should be able to do that easily. after you use the uv layout SOP, use vertex wrangle or vertex VOP to copy the original v@uv.y from the node before the uv layout, keeping v@uv.x unaffected. not sure what you mean by copying the original since theres no 'correct' y uv available can you have a look at example when you get a min. thanks UV_Y.hip Edited February 14, 2022 by JDee Quote Link to comment Share on other sites More sharing options...
davpe Posted February 14, 2022 Share Posted February 14, 2022 aha i see. check the example file if that's what u want. if you needed a completely procedural approach, it would be slightly more complicated to setup, but definitely possible too. right now i just created a group "extrudeSide" on polyextrude2 SOP, and then UV_transform SOP to offset the selection. UV_Y_reply.hip Quote Link to comment Share on other sites More sharing options...
JDee Posted February 14, 2022 Author Share Posted February 14, 2022 (edited) I need actually a fully procedural, that box is a very simplified example imagine it as a building with different levels etc. I'm looking to how to transfer Y world position to uv space ? kinda lock it by Y while unrapping as a strip layout better reference Edited February 14, 2022 by JDee Quote Link to comment Share on other sites More sharing options...
davpe Posted February 14, 2022 Share Posted February 14, 2022 well in that case that wouldn't be about simply locking it, as the building may be 100 units, but uv space operates in 0-1 range. so it depends a) do u want to keep it proportional? b.) do you want to fit it in the 0-1 range, or u dont mind if it goes across uv tiles? c) are u dealing with just a single asset, or u need to keep consistent scale across multiple buildings? d) are u modeling it in houdini too, or it comes from somewhere else?having things modeled in houdini would make things much easier as you can prepare things in advance in the modeling stage. Quote Link to comment Share on other sites More sharing options...
davpe Posted February 14, 2022 Share Posted February 14, 2022 but anyways, in wrangle you can always do: v@uv.y = @P.y; this will literally take position Y coordinate and replaces the uv Y coordinate by it. if thats what u want. Quote Link to comment Share on other sites More sharing options...
JDee Posted February 14, 2022 Author Share Posted February 14, 2022 (edited) thanks. good questions. I'm actually unwrapping a low poly buildings (no windows or other facade small details) sooo: b. yes 0-1 range only one tile a. thats the thing, simply v@uv.y = @P.y; makes it unproportional by Y so it actually takes the real world height and applies it to uv space while it keeps X locked d. external geo not modeled in houdini so at this point I cant get an idea how to measure the scale and keep it consistent UV_Y_obj.hip bldng.obj Edited February 14, 2022 by JDee Quote Link to comment Share on other sites More sharing options...
Aizatulin Posted February 14, 2022 Share Posted February 14, 2022 Hi, you can also use relbbox(@P).y instead of @P.y to make it 0-1. After this you can use fit function. UV_Y_obj_mod.hipnc 1 Quote Link to comment Share on other sites More sharing options...
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