Houdini 20.0 Nodes Geometry nodes

UV Unwrap geometry node

Separates UVs into reasonably flat, non-overlapping groups.

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Given a set of planes, this operation will project each input primitive onto the plane which will cause the least distortion in the shape. The planes can either be specified with one of the default sets or else provided through the second input.

In addition, polygons are grouped into regions of connected polygons that map to the same plane. These regions are then laid out to avoid overlapping.

This provides a good starting point for very complex geometry that doesn’t work very well with projection mapping. Once you have broken up the UVs with this node, you can use UV Edit, UV Transform, and UV Fuse to piece the UVs back together.


This operation generates vertex UV coordinates.

Using UV Unwrap

  1. Click the UV Unwrap tool on the Texture tab.

  2. Select the primitives you want to unwrap and press Enter to confirm your selection.

  3. Move the UVs using UV Edit and join them together again using UV Fuse.

You can specify the number of planes, layout, and spacing to be used in the parameter editor.


UV Attribute

The name of the texture coordinate attribute to unwrap, defaulting to uv.


Subset of geometry to apply texture to.

Plane Group

Subset of second input polygons to use as planes.


Default plane orientations.


How to lay the regions out.


The connected regions are laid out in a strip, with each region offset in U from earlier regions.


Attempts to lay out the connected regions to fill a square, using the largest remaining regions it can at each step to maintain the square layout.


Type of scale to apply after the projection and layout.


No scale is applied.


Applies a uniform scale to stretch the layout into a unit square.


Applies a non-uniform scale to stretch the layout into a unit square.


Percentage of the laid out space to leave between adjacent regions.

Rotate Order

Order of rotations.


Rotate angles in degrees

See also

Geometry nodes