
Lionel Alvergnas
ShkYo30
About Me
Freelance - 3D animations & images creation - Simulation FX & Motion Design
専門知識
Freelancer
業界:
Advertising / Motion Graphics | Film/TV
Houdini Engine
INTERMEDIATE
プロシージャルワークフロー | Motion Editing | Animation | Pyro FX | Fluids | 説明
BEGINNER
Environments | Solaris | Karma
Availability
I am available for Freelance Work
My Gallery
Recent Forum Posts
The best way to create (and manage) UV for architecture? 2025年7月16日2:36
ajz3d
Just some random thoughts.
If it's for a real-time engine, then try trim textures (with the help of Labs Trim Textures) and decals (Labs Decal Projector). Large scale architectural assets often consist of repetitive modules. Labs Trim Textures set of operators can help you with texturing each one of them. Scattering decals on the surface of the complete asset might be of some help in breaking up the texture repetitiveness.
Alternatively, if you're creating an asset for Karma or other Hydra delegate, try kma_hextiled_triplanar (or your delegate's alternative for it). And some decals for the same reason as above.
Thanks for your answer! It's not for real-time, it's for rendering with KarmaXPU, or also Redshift. I'm often using LabsAutoUV but sometime I have some parts of the UV with weird rotation...
And to can use triplanar function, you need clean UV no?
Because for a part like that:
It's hard to obtain a good job with auto UVs...
The best way to create (and manage) UV for architecture? 2025年7月15日10:21
Hello,
I'm currently modeling some large architecture stuff (like bridge and buidlings with high level details) with Houdini. And of course, I'm using procedural modeling to the maximum I can.
But now come the UV part and it's not my main skill at all... So, what's the best way to do that??
Using nodes like "uvtexture", "labsautouv", "uvunwrap" and manage the result inside another software like Adobe Painter, RizomUV or anything else? Or manage everything "at hand" with custom seams, uvlayout and Copernicus module ??
If you can give me some good advices about this subject, it will be very (very!) cool!
Thanks a lot in advance!
I'm currently modeling some large architecture stuff (like bridge and buidlings with high level details) with Houdini. And of course, I'm using procedural modeling to the maximum I can.
But now come the UV part and it's not my main skill at all... So, what's the best way to do that??
Using nodes like "uvtexture", "labsautouv", "uvunwrap" and manage the result inside another software like Adobe Painter, RizomUV or anything else? Or manage everything "at hand" with custom seams, uvlayout and Copernicus module ??
If you can give me some good advices about this subject, it will be very (very!) cool!
Thanks a lot in advance!
Day 1 | Geometry | Spiral | Animation 2024年3月1日14:20
Day 1: SPIRAL => (endless!) video...
https://1drv.ms/v/s!ApYPBgSXDzl8gZdyNCU8tyLy18y9lA?e=Stku5h
Screenshots:
Main network...

Anim...
https://1drv.ms/v/s!ApYPBgSXDzl8gZdyNCU8tyLy18y9lA?e=Stku5h
Screenshots:
Main network...
Anim...