Useful! Im always needing this. Im sure you know this, but you can make edge groups based on normals, so you dont need to select all the sharp corners here if you want to speed that up. A little less flexible I guess. Anyway, good stuff!
Thanks! That’s a great call on group by normals. I thought I could get a useful group out of the extrude and promote it to edges but it didn’t work. There’s always so many ways to approach problems with Houdini.
Thanks very much for this! I had some kinks in my curve which I resampled. But if you smooth out the resulting up vector from the curve sop you get a nice and smooth flowing sweep. Question, in this instance why didn't you use the really great compute uv's option from the sweep sop with a rectangle in the second sweep input ?
Hey Derya, thanks for watching. The whole purpose of this tutorial was to demo the rectify quad group option on the UV Flatten SOP. You can definitely create UVs from the sweep, but often as a Houdini artist you're just handed geometry and have to deal with issues that may be there so I wanted to show how to deal with UV issues you may encounter. The rectify option is a feature that's often overlooked so I wanted to highlight that. The features of the curve sop and using the sweep were just an interesting way to get there.
Hey, thanks for checking this out. Of course you can make uvs in the sweep, but what if you're handed geo with bad UVs from a different department? The goal of this video is to demo the rectify quad groups option on the flatten.
Shift-A-middle mouse - FINALLY. Thank you. Great as always.
Always wondered how to do that with UV Flatten SOP. Apparently it was staring me right in the face the whole time. Thanks
Useful! Im always needing this. Im sure you know this, but you can make edge groups based on normals, so you dont need to select all the sharp corners here if you want to speed that up. A little less flexible I guess. Anyway, good stuff!
Thanks! That’s a great call on group by normals. I thought I could get a useful group out of the extrude and promote it to edges but it didn’t work. There’s always so many ways to approach problems with Houdini.
@@WhatIFound Group > Edges > Edge Angle
Thank you!!!That's so useful!
This is the tutorial I've been looking for 🥺🥺❤❤❤❤
OMG, u r my saviour
Nice, great tips. Thanks for sharing!
lifesaver, big thanks !! :)
finally explained 🥰 nice video!
Thank You very much!
Thanks very much for this! I had some kinks in my curve which I resampled. But if you smooth out the resulting up vector from the curve sop you get a nice and smooth flowing sweep. Question, in this instance why didn't you use the really great compute uv's option from the sweep sop with a rectangle in the second sweep input ?
Hey Derya, thanks for watching. The whole purpose of this tutorial was to demo the rectify quad group option on the UV Flatten SOP. You can definitely create UVs from the sweep, but often as a Houdini artist you're just handed geometry and have to deal with issues that may be there so I wanted to show how to deal with UV issues you may encounter. The rectify option is a feature that's often overlooked so I wanted to highlight that. The features of the curve sop and using the sweep were just an interesting way to get there.
nice, thanks
Goooood stuff! thanks
thankyou
Maya needs this
thx! bro! very useful!
Thank you so much
What happens if I want to not rectify circular islands?
omg, great tip !
that's cool! how would you unitize one of those islands or rotate them procedurally afterwards?
UV Unitize and UV Transform SOPs. If you want to limit those to certain islands, use the group field with prim selections.
@@WhatIFound oo nice!
Thanks for this! Have an internet point
TOOP
cool but if you use sweep there is no reason to use flatten, as sweep make perfect uv for you
Hey, thanks for checking this out. Of course you can make uvs in the sweep, but what if you're handed geo with bad UVs from a different department? The goal of this video is to demo the rectify quad groups option on the flatten.