[Sidefx-houdini-list] UV transfer

Simon Barrick simon at primalpictures.com
Thu Nov 30 05:25:15 EST 2006


Also... I have a feeling I saw something in the change logs about the
ray sop being able to transfer any attribute off the hit surface in the
future which would be very handy...


-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com
[mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Simon
Barrick
Sent: 30 November 2006 10:23
To: sidefx-houdini-list at sidefx.com
Subject: RE: [Sidefx-houdini-list] UV transfer


It was just an idea, although I did take about 30 seconds to try it and
it seemed to do something other than the true surface normal - ie it
picked up something that looked like the one I added. It sounds like it
is redundant if the bug in attribtransfer is fixed anyway.



-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com
[mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Dan Seddon
Sent: 29 November 2006 17:50
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] UV transfer


Hmm... is this something you've done, or an idea that you just had? I 
tried this (years ago now, admittedly) and houdini would return the real

surface normal rather than the normal attribute - until attribute 
transfer came along I'd wanted to do this loads! It's good to know if 
they've finally changed the behaviour.

> Try this
>
> Stick you uv values into the normal attribute using a point sop, then
> ray your surface onto it using minimum ditance and turn on "point 
> intersection normal" Then swap the normals and uvs back.
>
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com
> [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of zoran
> arizanovic
> Sent: 29 November 2006 17:27
> To: sidefx-houdini-list at sidefx.com
> Subject: [Sidefx-houdini-list] UV transfer
>
>
> Hi
> has anyone tried to transfer uvs from mesh A to B if they are 90-95%
> the same topology? I have big troubles with this in maya so I thought 
> H might do it better? thanks
>
>   

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