Deborah R. Fowler
Houdini UVs
Posted Dec 13 2017Updated May 4 2020
Updated Jan 30 2024 - optimized images
In Houdini UVs are no better and no worse than in Maya imho.
One of the easiest ways to UV simple objects is by using the UV Project or UV Texture node
UV Project for example:
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There are two tabs:
- Initialize - best guess to what the geometry should be uv'd
- Transformation - values that are set by initialize (or user)
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In the principled shader under the Textures tab the texture parameter is specified
$HFS/houdini/pic/Mandril.rat
rat stands for random access texture and is optimized for the mantra renderer
Example file gridImage.hipnc
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$HIP/textures/ScreenSaver.jpg
This is refered to as a relative path. Do not use absolute paths. Since the file is relative to the hipnc file it will be able to find your textures as long as the folder structure with the hipnc is kept intact.
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Here I have taken that same grid, selected and grouped (by selected in the viewport, pressing tab and typing group) some faces. These are then assigned a different shader that the other primitives of the grip. Note that only one material node is required to assign the shaders to the different groups.
Example file gridImageGroups.hipnc
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The top green face is uv'd in uvProjectTop
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These then can be used to assign the materials to these groups and their uv attributes will be specific for that group.
Example file usingGroupForCubeFaces.hipnc
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An example from H18 for uv'ing walls using both the uvproject and the uvtexture node quickTextureForWalls.hipnc
Note that the uv nodes are simply adding an attribute, DO NOT MERGE or it duplicates geometry.