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Houdini Icon?? March 6, 2006, 8:50 a.m.

curtesy of mr. Ternece ‘change my desktop skin every day’ Neoh.

subd surface rendering with vertex smoothing March 2, 2006, 2:04 a.m.

attached are two screen shots from the above example… one with the uv projection set to vertex and another to points.

subd surface rendering with vertex smoothing March 1, 2006, 9:30 a.m.

Hi wolfwood, ya I've given up on getting the uv & ‘render as subd’ working. But now I seem to have a similar problem when using the subd sop… argh.

I've been trying to make this work the whole day.. but the more I try the more confused I get.. I'll give you a quick example:

Create a tube sop (Polys, quadrilaterals, y axis, height:5, 4 rows, 10 columns)

Add an edit sop (select the inner edge loops and scale or move them up respectively down to the tubes end loops, so the tube will have hard edges when subd comes on.. not that it matter with this geometry..but anyway)

Add a uvproject ( vertices, cylindrical & press initialize)

Add a subd sop (depth 2)

Add a shader with a checker material or something.

Now look at the tube, there is a seam which is warped. If you go to the uv view and check the layout with the subd sop viewable you also see that the mesh is smoothed at that ‘seam" as well. If ’smooth vertex attrib' is checked off, the mesh goes back to a more predictable form, but alas the uv mapping is gone bonkers as when using the ‘render as subd’ does.

So… how do I get this to work? shouldn't the subd sop be able to subdivide the low poly mesh and keep the UV mapping locked on its surface?

Peter