Hi everyone!
How do I use the UV's that are associated with an Obj mesh file?
Thanks alot!
Import Obj Uv's
3172 3 0- fux00rdb00nsh!t
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- Siavash Tehrani
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Hi,
Houdini doesn't treat .obj UVs any different than native geometry. You can check for the presence of UVs by middle-clicking on the SOP nodes of the imported object (the File SOP which brings it in for example). A little window pops up and tells you what attributes are on the geometry. In this case it would probably say: 1 Vertex Attributes: uv
You can look at the actual UV layout by switching to the UV viewport (space+5).
The UVQuickshade SOP is nice for quickly throwing a texture on the model to see how well the UVs are laid out.
To work with UVs inside a VOP shader you can bring them in a few different ways. With the UVcoords VOP, a Shading Layer Parameter VOP, or by using a Parameter VOP (and specifying the type & name of the attribute you want to bring in, in this case a vector named uv). Usually the vector output then gets converted into seperate floats (Vector to Float VOP) and the first & second components are piped into the s & t inputs of the various VOPs that have them (like 2D procedural patterns for example).
Not sure if that's what you were asking, but I hope it helps.
Houdini doesn't treat .obj UVs any different than native geometry. You can check for the presence of UVs by middle-clicking on the SOP nodes of the imported object (the File SOP which brings it in for example). A little window pops up and tells you what attributes are on the geometry. In this case it would probably say: 1 Vertex Attributes: uv
You can look at the actual UV layout by switching to the UV viewport (space+5).
The UVQuickshade SOP is nice for quickly throwing a texture on the model to see how well the UVs are laid out.
To work with UVs inside a VOP shader you can bring them in a few different ways. With the UVcoords VOP, a Shading Layer Parameter VOP, or by using a Parameter VOP (and specifying the type & name of the attribute you want to bring in, in this case a vector named uv). Usually the vector output then gets converted into seperate floats (Vector to Float VOP) and the first & second components are piped into the s & t inputs of the various VOPs that have them (like 2D procedural patterns for example).
Not sure if that's what you were asking, but I hope it helps.
- fux00rdb00nsh!t
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- dim1984kimo
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