Grouping UVs for UV Layout?
2232 7 2- mrkmmvl
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Hi guys, I've been using Houdini for a couple of months now and I am modeling a cockpit of a plane for a game and I have an issue.
There are many objects in the cockpit which can share the same texture, for example a knob, which is used 20 times around the cockpit and in order to save space on the texture, I want all of these knobs to have overlaying UVs.
My workflow: I create an object (for example the knob), UV flatten it and then I use a Copy and Transform to make 10 copies of it. At this point the UVs are still at the same place.
However, once I use the UV Layout at the end of my network, (understandably) all the knob UVs get separated and positioned individually in the UV viewport.
So my question is, is there a way to keep the UVs of certain objects always together even if I use the UV layout?
I have attached an example file with the knob.
There are many objects in the cockpit which can share the same texture, for example a knob, which is used 20 times around the cockpit and in order to save space on the texture, I want all of these knobs to have overlaying UVs.
My workflow: I create an object (for example the knob), UV flatten it and then I use a Copy and Transform to make 10 copies of it. At this point the UVs are still at the same place.
However, once I use the UV Layout at the end of my network, (understandably) all the knob UVs get separated and positioned individually in the UV viewport.
So my question is, is there a way to keep the UVs of certain objects always together even if I use the UV layout?
I have attached an example file with the knob.
- matthias_k
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- mrkmmvl
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Hi MAtthias, thanks for oyur answer! Well I have dozens (maybe even hundreds) of these objects that would share their same textures and the network is gigantic so i need to do it down the network just so it all makes sense. The knobs all belong to a specific panel and if I need to move those panels they need to stay there.
Could there be any other solution?
I was thinking of grouping all of the objects that are copied and transformed in the network, and then using the UV layout on everything except those groups, and after that I would have to position those grouped UVs manually and individually in the UV viewport. But this is obviously not procedural so I was hoping of hetting a better way of doing it.
Could there be any other solution?
I was thinking of grouping all of the objects that are copied and transformed in the network, and then using the UV layout on everything except those groups, and after that I would have to position those grouped UVs manually and individually in the UV viewport. But this is obviously not procedural so I was hoping of hetting a better way of doing it.
Edited by mrkmmvl - Feb. 9, 2018 03:20:27
- matthias_k
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- mrkmmvl
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- matthias_k
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- mrkmmvl
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hi Matthias, I opened the file but none of the objects are unwrapped and there also isn't the uv layout.
Nevertheless I have found a solution to my problem: https://www.sidefx.com/tutorials/h16-game-shelf-tools-uv-stacker/ [www.sidefx.com]
Nevertheless I have found a solution to my problem: https://www.sidefx.com/tutorials/h16-game-shelf-tools-uv-stacker/ [www.sidefx.com]
- matthias_k
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