enighma
enighma
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Importing OBJ file, problem with uv-coordinates (solved!) July 22, 2010, 7:34 a.m.
rtalz
If you are importing UV's outside of 0-1 and trying to render them then I am having the exact same issue.
I checked the UVs in 3ds max, and they are in the range from 0 to 1.
Importing OBJ file, problem with uv-coordinates (solved!) July 21, 2010, 3:06 p.m.
Thanks for your quick answer!
I was actually using a projectUV SOP, but I tried the one you mentioned with same result.
My material is just rendering one of the texture coordinates directly to the color output.
I've attached a preview.
On that image the texture coordinates should go smooth from white to black in vertical.
I'll try and see how uv quick shade may help
I was actually using a projectUV SOP, but I tried the one you mentioned with same result.
My material is just rendering one of the texture coordinates directly to the color output.
I've attached a preview.
On that image the texture coordinates should go smooth from white to black in vertical.
I'll try and see how uv quick shade may help
Importing OBJ file, problem with uv-coordinates (solved!) July 21, 2010, 2:21 p.m.
SOLVED!
If Anyone interested for solution reply thread!
———————————————————
Hi!
So I've made a mesh in 3ds max exported it to an .obj file. Imported it in houdini as an .obj.
So far so good, the mesh is loaded and renders, but the uv-coordinates are not loaded as they are laid out in 3ds.
I tried doing a planar uv-projec in houdinit, the same I did in 3ds max, although it changed nothing.
It looks like some sort of default uv-mapping is applied where each triangle has u and v coordinates between 0 and 1, which is quite far from what I want to do.
What do I do to make this work?
I would appreciate any help!
Thanks on beforehand!
/Andreas :?:
If Anyone interested for solution reply thread!
———————————————————
Hi!
So I've made a mesh in 3ds max exported it to an .obj file. Imported it in houdini as an .obj.
So far so good, the mesh is loaded and renders, but the uv-coordinates are not loaded as they are laid out in 3ds.
I tried doing a planar uv-projec in houdinit, the same I did in 3ds max, although it changed nothing.
It looks like some sort of default uv-mapping is applied where each triangle has u and v coordinates between 0 and 1, which is quite far from what I want to do.
What do I do to make this work?
I would appreciate any help!
Thanks on beforehand!
/Andreas :?: