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Sometimes you need to move, rotate, or scale texture coordinates on a piece of geometry to fit a repeating pattern from a material onto the surface correctly. This node lets you tranform the texture coordinates on USD primitives, interactively in the viewport or with parameters.
Internally, this node imports the USD geometry into SOPs, applies a UV Transform node, and then applies the modified attributes back onto the USD prims as overrides.
Tips and notes
This node assumes you are working with geometry created in Houdini and imported into USD. By default, geometry imported from SOPs (for example, through SOP Import or SOP Create) has point attributes imported into USD. Given that, this node assumes the prims will have a
If you want to use this node on “pure” USD geometry (not imported from SOPs), you may need to change this to
st, which is the usual name for the texture coordinates attribute in USD.
This node automatically detects whether the input geometry uses point or vertex UV attributes.
This node is capable of 3D transforms in the parameters, since the texture coordinates attribute has three components. Interactively, translates and scales are along the U and V axes, while rotations are around the W axis.
The primitive(s) the node should operate on. You can drag primitives from the scene graph tree pane into this textbox to add their paths, or click the Reselect button beside the text box to select the primitives in the viewer, or ⌃ Ctrl-click the Reselect button to choose prims from a pop-up tree window. You can also use primitive patterns for advanced matching, including matching all prims in a collection (using
Show UV Islands
Displays a UV mini map in the viewport’s top left hand corner.
When Show UV islands is on, a texture map to use as a background image for the UV minimap. (This field supports UDIM syntax in the filename.)
Only transform texture coordinates on the geometry subset with this name.
The name of the texture coordinate attribute to transform. The default
uv is usually valid for geometry imported from SOPs. However, in “pure” USD geometry, the texture coordinates are usually stored in an attribute named
Amount of translation along uvw axes.
Amount of rotation about uvw axes.
Non-uniform scaling along uvw axes.
Amount of shearing. The three values represent U on UV plane, U on UW plane, and V on VW plane respectively.
Local pivot point for transformations.
Area of influence.
Type of rolloff function.
Angles of the cubic rolloff function’s tangents. The first value applies to the tangent farthest from the source point, the second applies to the tangent closest to the source point.
Metaball kernel to use when rolloff type is “Meta-ball”
Measure of distance to use when performing a soft transform.
Ignore Point Connectivity
Affect only points connected to the points in the group, or all points within the radius.
Ignore UV Connectivity
Affect only vertices connected to the vertices in the group as seen in the UV viewport.