Scale UV Islands individually from pivot
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- NichoReynolds
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- jparker
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- tamte
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you can get island id using connectivity SOP in UV connectivity mode
and then this Vertex Wrangle should take it from there
and then this Vertex Wrangle should take it from there
vector t = chv("t"); vector r = chv("r"); vector s = chv("s")*chf("scale"); string geo = geounwrap(0, "uv"); int island = prim(0, "island", @primnum); vector center = getbbox_center(geo, "@island=" + itoa(island) ); matrix xform = maketransform(0, 0, t, r, s, center); v@uv *= xform;
Edited by tamte - 2021年5月27日 02:57:12
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- Bodhi5000
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- animatrix_
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Bodhi5000
What if you want to move the island to the origin?
Hi,
You can do something like this in a Vertex Wrangle after creating a Connectivity SOP set to use UV Connectivity:
string geo = geounwrap ( 0, "uv" ); int cls = prim ( 0, "class", @primnum ); vector center = getbbox_center ( geo, "@class=" + itoa ( cls ) ); @uv -= center;
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
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- Bodhi5000
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