Hi, everyone,
I am working on a case, where I have to project photographs on a given mesh as textures and unwrap the projected textures. I am coming up with two issues, hopefully someone could help.
1. UV Texutre sop seems to give a map that generates zigzag textures on a plane with a quickshade or a basic principle material.
2. After I get all the textures, how can I unwrap and get(render?) the texture image. Is there a formal tutorial on this procedure?
Thanks a lot!
Bridget
uv texture seems to generate zigzag textures
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- yzhucg
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- jsmack
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Unfortunately, this is the result of barycentric interpolation (triangle blending). UVs are not good at conveying non-linear projective spaces, since they are inherently linear. There's nothing you can do to improve it but increase mesh density considerably. The other option, which is the better one if you can do it, is to do the projection at the pixel level--in the shader using a perspective transformation. If you are using Karma, there are some tools for creating a named coordinate system on a primitive from a camera perspective and then referencing that space with a transform in the shader.
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- yzhucg
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Thanks a lot for your explanation. I found this thread related:
https://www.sidefx.com/forum/topic/82870/ [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/lop/coordsys.html [www.sidefx.com]
Best,
Yong
https://www.sidefx.com/forum/topic/82870/ [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/lop/coordsys.html [www.sidefx.com]
Best,
Yong
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