Procedural UV's In Houdini

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  • Опубликовано: 29 сен 2024
  • In this video I will be sharing a quick technique to do some procedural uv's in Houdini.
    Grab the file:
    / cgside
    My procedural Houdini courses:
    / shop
    #houdini #procedural
    Thank you

Комментарии • 11

  • @cgside
    @cgside  20 часов назад

    Here's a more detailed breakdown of the second part of the setup, since I rushed a bit:
    1. Create a connectivity on the prims, using uv connectivity;
    2. Add a relbbox y mask to later orient the uv shells "up";
    3. Swap uv's to P(promoting to point attr in between)
    4. Now we can measure the gradient of the mask y attr, which will create a vector attr along the "orientation" of the shell.
    5. In the wrangle we calculate the angle between the x and y components of the gradient.
    Get the centroid of the uv island.
    Create a quaternion(could do it with matrices also), passing the angle we just calculated, around the z axis(uv space).
    Subract the pivot from the uv, qrotate, and finally apply the rotation to the uvs.
    Hope this helps. Cheers

  • @frigbychilwether
    @frigbychilwether День назад

    Hi, really useful info. UV mapping objects from VBDs is always a pain - I usually just use labs auto uv but the orientation is often off. The technique you showed will be very handy. Thanks.

  • @hExZinc
    @hExZinc День назад

    This was all kinds of helpful, thank you!

  • @JacKsCave
    @JacKsCave День назад

    Good tutorial !! Thanks!!

  • @ahmedaborady7883
    @ahmedaborady7883 День назад

    Amazing tip thank you 😍 Can you elaborate more on the calculating angle vex? it seems very interesting I'm not aware of this technique

    • @cgside
      @cgside  20 часов назад

      Hey, check the pinned comment. Cheers

  • @imansamir3380
    @imansamir3380 День назад

    Thank you! 👍

  • @k_johnyim
    @k_johnyim День назад

    Great tutorial! One challenge I often encounter is orienting UVs for timber planks, especially when working on interior scenes like a room built from wooden boards. Timber grains typically run parallel to the longest side of a surface, and I’ve struggled with procedurally creating UVs that align correctly-particularly when the planks are placed at angles, such as along a pitched roof.
    Is there a way to procedurally texture timber to address this? It would be great to know if a solution exists!

    • @cgside
      @cgside  День назад +1

      Hey, it shouldn't be too hard as it's basically a rectangular geo. It would be easy to guess the angle with vex, similar to what I have done here. If you want, send me an example file on patreon, and I'll have a look. Cheers

    • @ognjean1
      @ognjean1 6 часов назад

      You could try running a sort by proximity on the prims from the centroid distance. In theory prims 4 and 5 will be the furthest polys , so it should give you the plank cuts, which you could then use to map the gradient.

  • @weirdcrew124
    @weirdcrew124 День назад