Help or pointers for procedural UV unwrapping

   978   2   1
User Avatar
Member
12 posts
Joined: June 2024
Offline
Hi.

I've been working on a road tool of my own to try to learn Houdini and have been reasonably successful in generating geometry for the roads and junctions. I have had no trouble applying texture to my roads through the sweep and UV transform nodes. My texture is essentially 1024x512, and has "edging" along the side of the roads. When I apply the texture to the junctions, I get this edging going through the middle, which is obviously not ideal. In Blender I can manually redo the UV and use "Follow Active Quads" to get the edging to follow the outside edge of the junction, while not perfect and entirely seamless in the middle, it's much better. I'd like to get to the point of being able to do it in Houdini procedurally though, and I'm sure it must be possible but I've been unable to find any hints or pointers as to what I should be looking for. Can anyone help?



You can see in the example image, that the edging is going through the middle of the segments. I have successfully identified the outside edge to apply vertex colour, so in theory that should be the hard part?

Any assistance you can give would be appreciated.

Attachments:
Example.png (477.2 KB)

User Avatar
Member
102 posts
Joined: Sept. 2014
Offline
- there is a labs road_generator
you can dive inside the node to see how it is build



you can find more info
City Building with OSM Data | Part 3 | Create Road System
https://www.youtube.com/watch?v=4max8Tdj15k [www.youtube.com]

Attachments:
road_gen.jpg (276.8 KB)

User Avatar
Member
12 posts
Joined: June 2024
Offline
Thanks. Unfortunately it looks like the labs output is not going to show me anything, it textures across the junction twice.

It seems to me that there must be something that allows this, it's such a basic thing in blender to not have an equivalent in Houdini feels like I'm missing something very obvious.
  • Quick Links