[Sidefx-houdini-list] unfold geometry using UV

Nikola Djordjic neronicolo at gmail.com
Fri Jul 18 07:36:48 EDT 2014


Thanks a lot guys!

Nikola


On Fri, Jul 18, 2014 at 1:33 PM, François Duchesneau <sidefx at trinix.ca>
wrote:

> 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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>>>
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