[Sidefx-houdini-list] point versus vertex textures ...
Georg Duemlein, Dipl.-Des.
info at preset.de
Thu Feb 8 01:59:59 EST 2007
First I have to say hello as I am new to this list.
My name Georg and I am starting to get into Houdini.
:( I after rereading I see I miss understood the question ...
So this is more about Vertex Colors than Vertex Textures.
But the topic title is rather non-ambiguous :)
It is funny - this is the first topic on the list I participate as
Vertex Colors just got on my radar through Houdini.
I am a longtime max user and I always pushed them into the "gaming
After watching the video tutorials from Buzz and Garman I got the
impression that Houdini is a "native vertex dyer" - as long as I don't
apply a SHOP everything is done by coloring points.
(I know this is not true, but it was the first impression.)
This videos and a posting at cgtalk showed me the use for vertex colors:
Using a "vertex color shader" I can use a single material/shader for a
group of objects sharing the same properties but being different in one
attribute which is defined by the vertex color.
Example: a console of interface buttons: the shader defines the overall
look (of course they look all like osx buttons ;) - an animatable
attribute changes the vertex color of each button depending on its state
(unused, pressed, warning, error ...)
That way the content (color) is separated from style (shader).
I don't know if this is a legitimate approach in Houdini.
I got the impression MAX doesn't really like it.
I am currently writing a tutorial/chapter about this and like to compare
the workflow approach as soon as I understand it in Houdini.
Darran Edmundson wrote:
> 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?
Dipl.-Des. Georg Dümlein
48153 Münster (Westf.)
Ruf: 0251 68668236
GSM: 0179 5268405
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