Houdini 21.0 Nodes APEX nodes

rig::UVConstraint

Constrains a transform onto the surface of a geometry at the given UV texture coordinate.

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Since 20.0

Samples the geometry’s surface at the UV texture coordinate, and returns a transform suitable for constraining an object to the surface of the geometry.

Inputs

geo: Geometry

The geometry whose surface to constrain a transform onto.

uvname: String

The name of the point or vertex attribute corresponding to the UV texture map.

uv: Vector2

The UV texture coordinate of the position on the geometry at which to create the constraint.

urange: Vector2

The range of the UV map in the u direction.

vrange: Vector2

The range of the UV map in the v direction.

wrapu: Bool

If set to True, u texture coordinates that exceed the urange of the UV map are wrapped back onto the valid range such that the UV map is repeated in the u direction.

wrapv: Bool

If set to True, v texture coordinates that exceed the vrange of the UV map are wrapped back onto the valid range such that UV map is repeated in the v direction.

Outputs

xform: Matrix4

The transform on the surface of the input geometry at the uv texture coordinate. The transform is oriented such that its y-axis is aligned to the interpolated normal of the primitive’s points.

primidx: Int

The primitive number of the primitive containing the uv texture coordinate.

primuv: Vector2

The primitive’s intrinsic UV position at the input uv texture coordinate.

See also

APEX nodes