Hi
I am trying to wrap a remeshed geometry to its original (not remeshed). They share the same UVs. Also the Remeshed geometry is animated cache (simulation). I am still very new to Houdini so not sure whats the best way to approve this problem.
I have tried the Lattice SOP with points selected but I find its not giving me a very clean “wrap”. I wanted to try to get almost 1 to 1. I have made sure the UVs are exactly the same between the 2 meshes, so I was hoping that there was a way via the UVs.
Thanks
Imran
How to wrap 2 Geometry with the same UVs
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- im_a
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- malbrecht
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Hi, Imran,
it's most likely me - but I don't understand what you mean by “the same UVs”. If the meshes are different, they cannot share the same UVs, obviously. They can share the same texture files by using different UVs.
If what you are after is about adjusting the remeshed geometry to match the original one closer (in terms of point positions), you could run an attribute wrangle over points on the remeshed one, pipe in the original geo on a secondary port and look for closest points.
Something like (with to-be-edited-geometry on first input, reference geo on second):
But I assume you are after something else?
Marc
it's most likely me - but I don't understand what you mean by “the same UVs”. If the meshes are different, they cannot share the same UVs, obviously. They can share the same texture files by using different UVs.
If what you are after is about adjusting the remeshed geometry to match the original one closer (in terms of point positions), you could run an attribute wrangle over points on the remeshed one, pipe in the original geo on a secondary port and look for closest points.
Something like (with to-be-edited-geometry on first input, reference geo on second):
v@P=point(1,'P',nearpoint(1,v@P));
But I assume you are after something else?
Marc
---
Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
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- im_a
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Hi Marc
Sorry I didn't write that correctly, the 2 meshes have the same UV layout. So you can technically have the exact same textures maps. One geometry is higher res with adjusted topology.
This is specifically for cloth simulation, in Maya I used to wrap the high res geo to the low res. So I would simulate the Low res.
In the case of Houdini I couldn't find a good “wrap” node and so I was thinking if I was able to use the UV data. Since they both share the exact same UV layout. So finding the nearest point via UVs, is what I was thinking. Since the UVs are layouted out flat I would then be able to get more accurate “wrap”.
I will try the attribute wrangle method.
Thanks
Imran
Sorry I didn't write that correctly, the 2 meshes have the same UV layout. So you can technically have the exact same textures maps. One geometry is higher res with adjusted topology.
This is specifically for cloth simulation, in Maya I used to wrap the high res geo to the low res. So I would simulate the Low res.
In the case of Houdini I couldn't find a good “wrap” node and so I was thinking if I was able to use the UV data. Since they both share the exact same UV layout. So finding the nearest point via UVs, is what I was thinking. Since the UVs are layouted out flat I would then be able to get more accurate “wrap”.
I will try the attribute wrangle method.
Thanks
Imran
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- malbrecht
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Hi, Imran,
I see - maybe the Cloth Proxy (https://www.sidefx.com/docs/houdini/shelf/clothproxy.html [www.sidefx.com] ) could be of help there?
Marc
Edit / P.S. You might want to look up “cloth deform” as well.
I see - maybe the Cloth Proxy (https://www.sidefx.com/docs/houdini/shelf/clothproxy.html [www.sidefx.com] ) could be of help there?
Marc
Edit / P.S. You might want to look up “cloth deform” as well.
Edited by malbrecht - June 22, 2019 13:45:51
---
Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
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