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grayOlorin Houdini Expert

Joined: 05 Oct 2010 Posts: 402 Location: Orlando

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Posted: Fri Apr 29, 2011 8:27 am GMT Post subject: Transfering surface information in between two meshes |
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Hi, wanted to see if someone in this forum could point me in the right direction:
How do you do map transfer/generation in between two meshes in Houdini? some examples of what I am looking for:
- Create a tangent space normal map from a hi res mesh (without UVs) to a low res mesh
- Transfer the color map from a scan model to a low res model without transfering UVs (by doing ray intersections in 3D space)
What I am looking for is similar to the transfer maps utility in maya or the ultimapper in XSI (however, I am looking for basically the results, even if the process is completely different) . I looked into the help, through several forums, etc. but could not find anything in regards to this.
Thank you in advance
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john_z Talkative
Joined: 08 Jun 2009 Posts: 45

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Posted: Fri Apr 29, 2011 8:44 am GMT Post subject: |
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Hi,
an option could be to use the AttribTransfer SOP, it works by proximity
so you don't need UVs.
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brianBurke Houdini Adept

Joined: 03 Nov 2008 Posts: 162 Location: method

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Posted: Fri Apr 29, 2011 11:42 am GMT Post subject: Re: Transfering surface information in between two meshes |
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creating a shader that raytraces up and down the normal of your low res mesh with the tracing scoped only to the hi-res mesh is the way to go. you can then use mantra -u to save the results as a texture. too busy to make an example right now, but maybe later in the day i can post a file.
i do this a lot (mostly with scan data) and mantra does a great job at it.
-b
| grayOlorin wrote: | Hi, wanted to see if someone in this forum could point me in the right direction:
How do you do map transfer/generation in between two meshes in Houdini? some examples of what I am looking for:
- Create a tangent space normal map from a hi res mesh (without UVs) to a low res mesh
- Transfer the color map from a scan model to a low res model without transfering UVs (by doing ray intersections in 3D space)
What I am looking for is similar to the transfer maps utility in maya or the ultimapper in XSI (however, I am looking for basically the results, even if the process is completely different) . I looked into the help, through several forums, etc. but could not find anything in regards to this.
Thank you in advance  |
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brianBurke Houdini Adept

Joined: 03 Nov 2008 Posts: 162 Location: method

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Posted: Fri Apr 29, 2011 12:22 pm GMT Post subject: |
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found an old setup to get the maps off of a scan, swapped in some simple geometry for sharing:
good luck dude
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texturefromscan.hip |
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grayOlorin Houdini Expert

Joined: 05 Oct 2010 Posts: 402 Location: Orlando

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Posted: Fri Apr 29, 2011 3:52 pm GMT Post subject: |
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Wow man! Thank you for this example! This is what I was looking for
Love the fact that you can basically bake whatever you can trace...! This is great stuff
Thank you all for your replies!
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oldiesgoodies Lurker
Joined: 04 Jan 2010 Posts: 20

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Posted: Fri Oct 28, 2011 11:40 am GMT Post subject: |
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Hi
The sample by brian is giving me error
"mantra: UV rendering unsupported with ray tracing." I tried other engines as well and does not seem to change the result.
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grayOlorin Houdini Expert

Joined: 05 Oct 2010 Posts: 402 Location: Orlando

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Posted: Sat Oct 29, 2011 12:12 pm GMT Post subject: |
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Hi are you rendering inside if render view, mplay, or to an image? I have found that rendering to uvs does not play well with render view
Also, are your render engines using micropolygon?
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