Jose Garcia

bhbilbao

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UV from Hi to Lo poly ? Sept. 26, 2018, 9:52 p.m.

As I said before , using boolean-intersection works very well for that particularly scene. But the question here is how to transfer UV from high to low (simple object), that is the problem.
Inside Maya there is an automated tool Maya>Mesh>Transfer attributes > UV, that does this thing perfect,.. but i plan to abandon autodesk software and stay with houdini.
¿why there is no such tool in houdini?

UV from Hi to Lo poly ? Sept. 25, 2018, 8:40 p.m.

The UV is overlaped. The scene is a photogrametry rock (with mapped UV and textures). Then, inside Houdini, is programed to perform a “cluster” of rocks changing their position/rotation/size.
The problem here, as its duplicated n times, the polygon count is increased a lot in the final cluster. For that I need to reduce the polygon number from high to low and maintain the UV positions.
I dont konw if the method exposed by L.Kruel only works with padding&flating uv islands (not overlaped).
I dont want to recreate a new uv shell because the textures are done(payment asset). Using simplebaker way takes long to render for the thing “procedural cluster” I want and always get artifacts.
And finally, using bool-intersect got pretty results but sometimes are problems with normals and overlaping prims.

UV from Hi to Lo poly ? Sept. 24, 2018, 10:35 p.m.

Hey guys, I need help. Following your discussion I get it to work with grayOlorins example file, but I got extrange seam lines in the edges around the UV-island .
I attach an image with the problem. The line is reducted if I increase the number of polygons, but it remains there.