Houdini and Multi UV Tiles
32533 31 2- tricecold
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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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CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
- Mohammed Issa
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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
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
- Mohammed Issa
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- mzigaib
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- Solitude
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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
- mzigaib
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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!
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!
- SreckoM
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- martinkindl83
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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.
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.
- martinkindl83
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- pezetko
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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
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
- martinkindl83
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- martinkindl83
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