Max Hoek

MaGiiCall

About Me

INDUSTRY
Gamedev

Connect

LOCATION
Germany

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Layout UV while keeping stacked / overlapped UVs April 22, 2022, 5:31 a.m.

Hey, figured it out in the end.
Just for people who come to this post, this is was my approach:

After transforming uv coordinates to world I used union boolean. Then I with connectivity each non overlapping uvs had individual names. This attribute I transferred back to the original mesh and used it in the uvlayout sop in the connectivity tab "island attribute".

This made it possible to layout my uvs but keeping overlapping uvs overlapped.




Attached you can find an example scene.

Add pieces into intersecting pieces April 22, 2022, 5:08 a.m.

In the end I figured it out. Just to come back here, maybe someone will need it in the future.
The approuch I used is pretty simple. I basically only use an attribute transfer to transfer the name/cluster attribute. To make it a bit more accurate I add more divisions to the geometry.


My goal was to use it after the rbdmaterialfracture to add some small pieces to the existing clusters to reduce the amount of simulated pieces.

Attached you can find a small example scene with the .hda I am using now.

Transfer Texture including Alpha with Labs Maps Baker April 22, 2022, 4:40 a.m.

Hey, I would like to modify the "Labs Maps Baker" so I can e.g. transfer a diffuse map with an alpha channel. Does someone know how todo that?
Probably there is a way to either activate alpha bake or to bake it in two different textures and then merge it back together. Unfortunately it exceeds my knowledge with COPs :/


This is what I get after transfering:


What I want:




If you want to test it, attached you can find a .hip file + texture with alpha channel.