Hey Houdini enthusiasts and experts , I'm working on a animation project and we are using Houdini in our pipeline for Texturing/Lookdev and generating some procedural assets. I'm currently stuck on a part where I need to stick a certain texture on the mesh of the asset . The issue is, the topology of that asset is changing every frame and even the point number and prim numbers. The project is being done in a traditional animation technique (frame-by-frame) but using ZBrush as the main modeling software as we want to maintain that clay look on the mesh.
I've tried freezing a frame and then projecting UV on it and then copying those UV to the deforming mesh, but I'm not getting the result I want and it's very distorted.
I'd appreciate any help or any suggestion on this. There might be someone who encountered this type of challenge before.
Well clay has normaly the same color. Don't use UV and just use a basic shader no texture that should not flicker. You can make some masking with curveture for edges but everything else i can't help. When you have to add a texture say the zbrush guy can add UV's and make some vacation or run like forrest gump
I never had this problem in my project or friends... i feel your pain or pleasure of accepting challanges.
You freezing the model and copying the UV's seems like a good idea, but try Attribute transfer instead of copying them, that will keep working (to a point) with changing topology.
You could also look up dual-rest, seems like it could work in your situation.