Houdini Offset UV with Attributes

  Рет қаралды 1,238

Cosmic Sandbox

Cosmic Sandbox

Жыл бұрын

In this video I talk about how I used Houdini to make the flooring in this gallery scene 10x better with a little variation! We go over the use of attributes to control UV mapping on each tile as well as color variation.
You can check out my demo reel to see the final result here: samwelker.com/
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Links mentioned in the video:
substance3d.adobe.com/assets/

Пікірлер: 6
@nguyenbui90
@nguyenbui90 Жыл бұрын
super cool thank you for sharing
@CosmicSandbox
@CosmicSandbox Жыл бұрын
Thanks for watching!
@dnch
@dnch Жыл бұрын
cool but overly complicated:) just add connectivity node which gives you attribute per connected piece, and use that attribute to offset UVs.. for example @uv.x+=rand(@class); no need for loops.. which is fine here, but if you have much more geometry, this would be too slow
@CosmicSandbox
@CosmicSandbox Жыл бұрын
Thank you for the alternate option! This is definitely a better route if you're able to use wrangles. I think for some beginners it may be easier to learn with more nodes understanding each step and avoiding code but we should all graduate to your approach in the long run at the latest.
@dnch
@dnch Жыл бұрын
@@CosmicSandbox you dont even have to use wrangle, use attribute randomize and insert the "class" attribute into the seed (options tab, seed attribute checkbox) :) also instead of using whole path like detail(../path to node...) you can click on the gear, add spare input, drag and drop the metadata node into the new field at the bottom of properties panel, and then you can use detail(-1,"iteration",0) but ofcourse i get your point, its good to know how loops works, and paths too:)
@dnch
@dnch Жыл бұрын
what is good about the "spare input" method is that it creates dim line from the source to the target node so you can see all the dependencies just from looking at the node graph
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