Multiple UVs

   6643   6   4
User Avatar
Member
141 posts
Joined: 12月 2015
Offline
OK, it might be boring, but coming from Maya, I have a hard time with UVs

So, the thing is I have a beautifully crafted model, and I need to apply two textures with two different UV sets. I made the two sets, and on the output node I see the two texture attributes properly. The question is, how the hell I tell Houdini what texture use what UV set?

Cheers


Szabolcs
User Avatar
Member
129 posts
Joined: 6月 2016
Offline
This video explains multiple uv's workflow

https://www.youtube.com/watch?v=U90eHb8OLr4&list=PLC5mw7VCpZNZkq3jkLFcnEF6hBmEUeEcd&t [www.youtube.com]
User Avatar
Member
141 posts
Joined: 12月 2015
Offline
I met this video, but in 16.5 Layer is not there anymore…
User Avatar
Member
375 posts
Joined: 5月 2014
Offline
same question here, anyone?
Houdini gamboler
User Avatar
Member
143 posts
Joined: 10月 2015
Offline
Hello ,
I have made a test and it import well in Unity and also Max using fbx
maybe the trick is to start with uv0 then uv1 ,…
i have also notice that as soon as i plug a uv node (like uv flatten , texture)
it add a uv attribute , then some time you get uv , uv0 , uv1
if you cut the link then replug after specifying that you want uv0 , the extra attribute is gone…

Here is my file , if it can help you …

Ben

Attachments:
multiple_uvs.hiplc (114.6 KB)

User Avatar
Member
8026 posts
Joined: 9月 2011
Online
Multiple UV workflow was reworked recently. Most UV operations have a string field to enter an arbitrary name for the uv set. Use the same name in multiple operations to modify the same set. Enter a different name to create/modify an alternate uv set.
User Avatar
Member
17 posts
Joined: 3月 2015
Offline
You can always rename attributes back and forth. And you can use any attribute in rendering - bind them in shader and use however You want.
  • Quick Links