Hey, figured it out in the end.
Just for people who come to this post, this is was my approach:
After transforming uv coordinates to world I used union boolean. Then I with connectivity each non overlapping uvs had individual names. This attribute I transferred back to the original mesh and used it in the uvlayout sop in the connectivity tab "island attribute".
This made it possible to layout my uvs but keeping overlapping uvs overlapped.
Attached you can find an example scene.
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Technical Discussion » Layout UV while keeping stacked / overlapped UVs
- MaGiiCall
- 6 posts
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Technical Discussion » Add pieces into intersecting pieces
- MaGiiCall
- 6 posts
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In the end I figured it out. Just to come back here, maybe someone will need it in the future.
The approuch I used is pretty simple. I basically only use an attribute transfer to transfer the name/cluster attribute. To make it a bit more accurate I add more divisions to the geometry.
My goal was to use it after the rbdmaterialfracture to add some small pieces to the existing clusters to reduce the amount of simulated pieces.
Attached you can find a small example scene with the .hda I am using now.
The approuch I used is pretty simple. I basically only use an attribute transfer to transfer the name/cluster attribute. To make it a bit more accurate I add more divisions to the geometry.
My goal was to use it after the rbdmaterialfracture to add some small pieces to the existing clusters to reduce the amount of simulated pieces.
Attached you can find a small example scene with the .hda I am using now.
Technical Discussion » Transfer Texture including Alpha with Labs Maps Baker
- MaGiiCall
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Hey, I would like to modify the "Labs Maps Baker" so I can e.g. transfer a diffuse map with an alpha channel. Does someone know how todo that?
Probably there is a way to either activate alpha bake or to bake it in two different textures and then merge it back together. Unfortunately it exceeds my knowledge with COPs :/
This is what I get after transfering:
What I want:
If you want to test it, attached you can find a .hip file + texture with alpha channel.
Probably there is a way to either activate alpha bake or to bake it in two different textures and then merge it back together. Unfortunately it exceeds my knowledge with COPs :/
This is what I get after transfering:
What I want:
If you want to test it, attached you can find a .hip file + texture with alpha channel.
Edited by MaGiiCall - April 22, 2022 04:42:03
Houdini Engine for Maya » Houdini Engine and querying which is the host dcc
- MaGiiCall
- 6 posts
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Technical Discussion » Add pieces into intersecting pieces
- MaGiiCall
- 6 posts
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Hey! I would like to add additional geo with an name attribute to already existing pieces saved in the "name" attribute. only when the additional geometry is intersecting it should get the same name. if its intersecting with multiple pieces, then it should not be added.
Gray geo is new, it should be added to the intersecting colored pieces.
I tried a couple of things already, for example with an RBD cluster node. but the problem is, this is checking the distance between the centerpoints which is not the result I am looking for.
would be awesome if somebody knows the answer. thank you in advance!
Attached you can find a file to test with:
Gray geo is new, it should be added to the intersecting colored pieces.
I tried a couple of things already, for example with an RBD cluster node. but the problem is, this is checking the distance between the centerpoints which is not the result I am looking for.
would be awesome if somebody knows the answer. thank you in advance!
Attached you can find a file to test with:
Edited by MaGiiCall - Dec. 15, 2021 08:58:40
Technical Discussion » Layout UV while keeping stacked / overlapped UVs
- MaGiiCall
- 6 posts
- Offline
Hey everyone!
I would like to use UV layout, but I have already stacked UVs which I want to keep overlapped while packing the UVs.
So far I was able to group by UV shell and detecting overlaps. Where I was able to create a attribute list of intersecting primitives.
Here I am stuck
Now I would need to check through the list and prim num, to check for identical numbers and then if a number matches. Store into a new attribute.
With this I would be able to use the new attribute in the UV_Layout SOP as an Connectivity - Island Attribute.
But maybe I think too complicated in my head, and actually there is a much more simple solution. I am happy to hear about every solution!
Here is a little test file with my current progess:
I would like to use UV layout, but I have already stacked UVs which I want to keep overlapped while packing the UVs.
So far I was able to group by UV shell and detecting overlaps. Where I was able to create a attribute list of intersecting primitives.
Here I am stuck
Now I would need to check through the list and prim num, to check for identical numbers and then if a number matches. Store into a new attribute.
With this I would be able to use the new attribute in the UV_Layout SOP as an Connectivity - Island Attribute.
But maybe I think too complicated in my head, and actually there is a much more simple solution. I am happy to hear about every solution!
Here is a little test file with my current progess:
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