Reducing meshes in the engine messes up UV mapping [FIXED]

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Hello,

I'm using the Houdini engine in Unity to instatiate assets with different poly counts.

I'm using a parameter from the poly reduce node to get more or less high defition meshes.
I run into trouble when adding some UV mapping - remeshing the models messes them up.
I tried to export digital assets with the UV related nodes before and after the poly reduce ones without any success.

I'm using UV texture + UV quickshade to create and visualise the uvs.

Any suggestion on how to proceed to be able to reduce the models in the engine and keep clean uvs?



Edited by rrats - May 29, 2017 16:29:44
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There's an example from another user here:

https://www.sidefx.com/forum/topic/48773/ [www.sidefx.com]
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chrisgreb
There's an example from another user here:

https://www.sidefx.com/forum/topic/48773/ [www.sidefx.com]

thanks! It doesn't really respond to my problem though, because the trouble I have is not within houdini itself but with the digital assets in the houdini engine for unity

I found a way to make it work easily in Unity though: you can just set the texture type as a parameter and choose either “perspective from camera” or “modify source”
Both don't give absolutely perfect results after poly reduce but still work pretty good


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