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
-G
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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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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
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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found an old setup to get the maps off of a scan, swapped in some simple geometry for sharing:


good luck dude

Attachments:
texturefromscan.hip (511.5 KB)
dispfromscan.jpg (122.1 KB)

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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!
-G
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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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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?
-G
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