MENOZ Posted June 23, 2008 Share Posted June 23, 2008 hello i need to arrange some points on a sphere. they should exist only where my texture is white. so i have my sphere with a black and white texture. i scatter some points on my sphere, then i want to delete the points wich fall on black areas of my sphere. i can assign a texture to a sphere, and scatter points, but i don't know how to pass texture information to points. can you help me please? thank you Quote Link to comment Share on other sites More sharing options...
aracid Posted June 23, 2008 Share Posted June 23, 2008 Hey Try using the tex expression in a point sop, then a delete sop to prune the points u dont need. float tex (string filename, float U, float V, string color_type) Textures can be 1, 3 or 4 channel images containing 8-bit, 16-bit or floating point data. tex("Mandril.pic", $BBX, $BBY, r) in their example they use Bounding X and bounding Y to look up the texture, you would probably need $MAPU $MAPV too lookup ur coordinates. hope this helps Quote Link to comment Share on other sites More sharing options...
old school Posted June 23, 2008 Share Posted June 23, 2008 Two easy ways. As aracid said with Point SOP but use $MAPU, $MAPV and $MAPW to return the uv's on the geometry, or use VOPs. See the attached file for both examples. map_color_to_geometry.hip Quote Link to comment Share on other sites More sharing options...
MENOZ Posted June 23, 2008 Author Share Posted June 23, 2008 oh thank you very much!! Quote Link to comment Share on other sites More sharing options...
rust3d Posted December 23, 2013 Share Posted December 23, 2013 Hey guys, This is noob q. but is there a way i can get this to work without using the uvtexture sop? Ive got a mesh with its own uvs... and it seems it only works with the texture type @ orthographic. I've been working in houdini for about a month so its prob something really basic that im missing. Quote Link to comment Share on other sites More sharing options...
dobin Posted December 23, 2013 Share Posted December 23, 2013 your uv should be point attribute...usually imported geometry from other apps come in with uv as a vertex attribute all you need to do is to use attribPromote SOP and switch the uv from vertex to points Quote Link to comment Share on other sites More sharing options...
rust3d Posted December 24, 2013 Share Posted December 24, 2013 Cheers mate! works great now!!!!! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.