Can polygons be textured based on their intrinsic uvw?

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This image shows a lines grid being mapped to 3 polygons using it's 0-1 coordinates with primuv().

What I would like to know is if I could use that same uvw used in primuv() to texture geo and get a visual cue of that uvw.

I don't see this intrinsic uv available in the material context, so one could just pass a stripes images, like the one at the bottom, to a Texture VOP. I guess I'm missing a source of the intrinsic uvs in the matnet SOP. Can they be sourced?



Scene attached.

Cheers

Edited by probiner - Dec. 15, 2022 09:16:33

Attachments:
intrinsic_uvs.hip (331.6 KB)

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Mantra test with uv coords VOP with mode set to Primitive Coordinates.

Not what expected for both tris and ngons.

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probiner
Mantra test with uv coords VOP with mode set to Primitive Coordinates.

Not what expected for both tris and ngons.

mantra converts tris and ngons into quads. the intrinsic uv of a triangle is the uv of a quad with two of the vertices collapsed to a point.
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jsmack
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Mantra test with uv coords VOP with mode set to Primitive Coordinates.

Not what expected for both tris and ngons.

mantra converts tris and ngons into quads. the intrinsic uv of a triangle is the uv of a quad with two of the vertices collapsed to a point.

Gotcha, I was going for a visualizer of the geo's intrinsic UVs, and trying to use texturing to have them displayed on the viewport. The Material setup was an attempt. Not sure how I would do otherwise.
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you can use xyzdist int the shader to sample primuv from the closest dist on the same geo in ifd
which is not affected by mantra's conversion yet

Edited by tamte - Jan. 4, 2023 10:10:04

Attachments:
ts_mantra_intrinsic_uv.png (48.9 KB)
ts_mantra_intrinsic_uv_graph.png (22.2 KB)
ts_mantra_intrinsic_uv.hipnc (299.7 KB)

Tomas Slancik
FX Supervisor
Method Studios, NY
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