I am making a procedural asset for a client and need to find a way to procedurally unwrap some geometry. Specifically I want to create UV islands based on neighbouring primitives, any primitives that are not within a big cluster will be where the seams are to split the larger sets of neighbouring primitives. Is there a way to do this? I feel it is possible with Houdini by setting a threshold in vex for the number of neighbouring primitives in an attribute wrangle. I just don't know how to set such a variable and then manipulate it since i'm new to vex code.
blasting geometry by number of neighbouring primitives
721 0 0- grandparoach
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