[Sidefx-houdini-list] point versus vertex textures ...

Darran Edmundson darran at edmstudio.com
Wed Feb 7 17:48:20 EST 2007

A colleague familiar with other tools asked by about the following in 

"I want to create a textured box with smooth normals but with 'faces 
painted' i.e., different UVs at each vertex which are not continuous 
over adjacent faces. The typical textured box then. In other tools this 
can often be implemented as 8 points but with multiple UVs at each point 
(so the vertices generated have to be duplicated). Given what I've seen 
when using the 'Facet' operator, I'm wondering whether I need to do this 
in Houdini or not. But I don't know the typical methods of generating 
UVs like this - I've had a quick go but haven't spent a lot of time on 
it yet."

His question made be realize that I've never explored vertex texturing 
in Houdini.  My approach would be to use a Facet SOP with unique points 
followed by a UVTexture SOP with faces and point texturing.  In this 
case (where he wants smooth normals anyway), it is obviously wasteful in 
terms of replicating points.  Plus I'd need to massage the cusped 
normals at coincident points on differing faces to be the same.

When do you use vertex texturing?


Darran Edmundson [darran at edmstudio.com]
Interactive visualization for museums and industry

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