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I am not very familiar with houdini. But I am quite comfortable with node based workflow like shake, nuke and maya.
I was trying to do perspective camera projection from a camera. I applied a constant meterial to the geometry. When I did a test render. The texture appeared to be repeating all over the geometry. But I couldn't find a “disalbe tiling” option in the UV Texture node. Attached is an screenshot I took to demostrate the situation. Any ideas?
(Solved) Disable uvtexture tiling in camera projection
3914 3 0- bnw
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- anon_user_37409885
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- bnw
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Thank you MartybNz.
It works and I can choose between tiling or not.
PS: Either the houdini UI or its help needs an update.
In the help, the first two parameters of the decal material are “Ambient Intensity” and “Lambert Intensity”, but in the houdini (14.0.258) UI, the first two parameters are “Diffuse Reflectivity” and “Diffuse Roughness”.
When I tried in houdini, the situation didn't work as this part of the help says “If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.”
The “Color Map Width” parameter is described as “Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.” I don't get why they didn't name it “Filter Width”.
It works and I can choose between tiling or not.
PS: Either the houdini UI or its help needs an update.
In the help, the first two parameters of the decal material are “Ambient Intensity” and “Lambert Intensity”, but in the houdini (14.0.258) UI, the first two parameters are “Diffuse Reflectivity” and “Diffuse Roughness”.
When I tried in houdini, the situation didn't work as this part of the help says “If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.”
The “Color Map Width” parameter is described as “Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.” I don't get why they didn't name it “Filter Width”.
- bnw
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