Houdini Stuff
Showing posts with label
uv
.
Show all posts
Showing posts with label
uv
.
Show all posts
Tuesday, 28 March 2023
fusing geo using uv attribute (eg. separated head from neck)
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Lets say you've separated the head geo from the body for rigging purposes or otherwise. How do you glue it back together reliably, witho...
Thursday, 22 September 2022
camera projection uv, texture reference object a la Maya
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A simple thing.. In Maya, you can project UVs from a camera. To prevent textures from swimming if you do animate the object, you must create...
Wednesday, 30 October 2019
camera projection with houdini
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Houdini camera projection is as simple as creating a "UV TEXTURE" node and plugging it into the geo you're projecting onto. I...
Tuesday, 6 March 2018
calculating nice uvs for polywires/regular surface
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int div=`chs("../polywire2/div")`; @uv.x=float(@ptnum%div)/div; f@numRows=float(@numpt)/div; i@rowNum=@ptnum/div; @uv.y=flo...
Monday, 22 May 2017
voronoi fracture woes & exporting alembics to maya
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Voronoi fracturing is often used to create destruction fx. It also creates a lot of dirty geometry, which leads to pain when exporting your ...
Saturday, 3 December 2016
Attribute Interpolating UVs & things other than scattered points.
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Creating "sourceprim" and "sourceprimuv" attributes for things other than scattered points. In the Houdini docs for the ...
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