Houdini and Multi UV Tiles

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at the moment, i do this by simply opening up UV view, and grouping points by UV space, and assigning shaders through material node through groups
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sorry for the wait,i forgot that a hip file speak louder than words.
its a sphere with 3 tile uv 1001 - 1003
each texture applied in ea tile

pointers:

the border color is an important parameter for these approach if you have a cavity or ao map which is white outside uv shells you can either invert that map in ps or change the border color to have a correct decal.

hope it helps,
kiel

Attachments:
MULITTILE.rar (256.9 KB)

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if you are using too many textures convert them to RAT files so you got less of slow down.
ive tested this with an estimated 200 texuters in 2k for a character(not serious its just for stress test)

goodluck,
kiel
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Hi! Does anyone knows how to make the multi UV tiles work in the viewport? It seems that the opengl just recognize uv´s between 0 and 1 or am I wrong?
https://vimeo.com/user2163076 [vimeo.com]
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I was able to get it working in the vp by having different shop nodes for each texture. The uvs were fine staying as is, you have to assign polys the shop_materialpath attribute to point to your display shops (one for each tile, and don't forget to remove the shop_materialpath attribute before render). My render material reads the texmap from primitive attributes, so I only need one material there. I did it with a python sop recently – was actually quite easy, even though I have a model with like 30 tiles . ;P
Ian Farnsworth
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Cool!
I was doing kind of the same by changing the offsets with a uv transform and a extra material node, it worked with 2 uv tiles but it is extra work it's a kind of let down in Maya you have extra work with the uv placements by changing it's offsets manually but you can actually see those multiple textures layered with different uv spaces in viewport.

Anyway thanks for the tip!

Cheers!
https://vimeo.com/user2163076 [vimeo.com]
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Is this submitted as RFE?
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Hi guys.
I did build small UDIM preset, that can be connected straight to texture map.

Unfortunately with the setup im limited to 9x9 udim.

Would someone be able to fix or modify it to be able to use 10x20 udims?

Or how do you guys use udims? Lets say i have 10x60 udims, and i dont want to be connecting them manually.

Attachments:
tiles.zip (921.7 KB)

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unfortunately i forgot to include the OBJ file.

But if i will manage to convert float to integer that i will aways get 2 digit value, it will be fixed

1->01
…….
9->09
10->10
11->11
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Hi,
Did you see this https://www.youtube.com/watch?v=cUtXI7NKgJc [youtube.com] ?

For formatting string you can use sprintf with inline vop.

string pth = $path;
string ext = $extension;
int a = $added;
int b = $added_2;

//sprintf syntax for formating string
$out = sprintf(“%s%02d%02d%s”,pth,a,b,ext);

Cheers, Petr
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Thank you. Will check it.


Cz: diky. Juknu se na to.
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If someone interested i did created one scene using two procedures for udim.

1. in shop network - preferred by me

2. on object level with material override - allows easy use of Mantra Surface

Check the scene.

If you have questions, let me know.

Attachments:
udims.zip (1.0 MB)

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