[Sidefx-houdini-list] unfold geometry using UV

François Duchesneau sidefx at trinix.ca
Fri Jul 18 07:33:34 EDT 2014


You may also want to use a Vertex Split Sop to make sure the geometry is 
not connected at the boundaries where the uvs are disconnected.

Francois

Sam Swift-Glasman wrote:
> - first you need your uv as a point attribute so you can use an attrip
> promote sop (set to first match)
> - now place down a rest sop so you can retrieve the original point position
> - you can now plug the uv into point position using a point wrangle with
> the following line:
>
> *@P = @uv;*
>
> alternatively you could use a vopsop or the point sop to achieve the same
> thing
>
> once you have finished in uv space you can use
>
> *@P = @rest;*
>
> to get back to the original position
>
> hope that helps!
>
> best
> Sam
>
>
> On Fri, Jul 18, 2014 at 12:23 PM, Nikola Djordjic <neronicolo at gmail.com>
> wrote:
>
>   
>> Hi all,
>>
>> I have one question.
>> How to use UV's to unfold geometry?
>> Something like you can do in ZBrush.
>> The idea is to flatten the geometry.
>>
>> Thanks.
>>
>> Nikola
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