Hi,
When I import my texture map from zbrush into Houdini, my “v” coordinates appear to be flipped. Is there a simple way to flip them so my color map will appear on my obj correctly?
I downloaded the vex displacement shader from Houdini exchange (see url below) which has a “flip v” option built into it.
http://www.sidefx.com/exchange/info.php?fileid=435&versionid=435 [sidefx.com]
Is there a simple way to achieve this for my color map as well?
Thanks,
Nick
flip v surface shader coordinates for my color map?
5540 6 0- ultraharmonizer
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- edward
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edward
Use a UVTransform VOP and use -1 for the V scale.
Hi Edward,
thanks for your help. Please excuse my ignorance… I'm not sure how/where to plug the UV Transform VOP into my shader and what values I would change in it for V scale. I was trying to plug one in within a VOP VEX Surface SHOP… is that where I would place it? I'm not sure what to plug it into.
Thanks!
Nick
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I'm realizing now that I may be having bigger problems then I thought with exporting objects I've made and uv mapped within Z brush and importing them into Houdini. I've read several tutorials on how to do this but nothings worked for me. Has anyone been successful with this. I'd appreciate hearing anyone else's experiences with this process. I'm using the latest build of Houdini and Zbrush 3.2 for mac.
Thanks in advance!
Nick
Thanks in advance!
Nick
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I figured out how to flip the v coordinates using a “UVTransform SOP”. In case anyone is interested… i posted a pic of the settings. All you have to do is connect it to the output of your geometry's file sop that you've exported from Zbrush. I used GUVTiles to create my UV map within Zbrush. hope this helps!!!
Nick
Nick
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