This tool allows procedural UVmapping and texturing of Houdini nodes and model files. The UVmap generation is optimized for angular, low-poly, symmetrical objects. Such as simple vehicles, for the use in RTS games. It can still work for non symmetrical objects, but in its current state the UVs may be too stretched for the use on characters and other more organic shapes. Even though it features limited UV relaxing. The texture side of the tool is optimized to use the procedural UVs that can be generated by the tool itself. It is however also able to use custom made/edited UVmaps. Note that UV generation may take some time. This depends on the polycount, or more specifically the amount of separate UV patches that need to be generated and if they need to be relaxed. A 2k tri model can take somewhere from 2 to 4 minutes depending on its complexity on a 2 year old i7 machine with 8 gigs of ram. Relaxing and UV-Layout improvements are the most time consuming. Alternatively you can skip these last operations and manually complete the UV map with the software of your choice. The UV's generated are suitable for the use in video games, alternatively, they can be used as a base to manually edit. The process is almost completely automatic, with various settings to suit particular needs. Manual: http://www.twandegraaf.nl/Art/Documents/TdG%20UVgen_Manual.pdf UVing Features: - 6 axis UV projection. - Projection based on Smooth groups (or vertex normals). - Automatic detection and mapping of cylinders. - UV mirroring across a plane of symmetry. - Limited support for UV relaxation. - Automatic detection and overlapping of identical shapes (wheels for instance). - Automatic UV welding to limit the amount small shapes. - Automatic UV layout. - Automatic UV compressing. - Support for Non-Commercial Houdini licences (UVs can avoid watermarked areas) - Support for manual tweaking of the UVs. Texturing Features: - Reference map, to see which texture area's correspond to the model. - Limited support for Tangent/Object space normal maps and Bump maps. - Ambient occlusion map, tries to prevent texture overlapping automatically. - Highlights/weathering map, tries to prevent texture overlapping automatically. - Plate map, uses a given angle to divide the model up into plates. (texture changeable) - Rivet map, uses the same angle to create rivets. (texture changeable) - Automatic rendering setup. - Automatic rendering and saving of the textures as separate textures.
|Asset Type:||Sop node|
|Created:||Oct. 15, 2014, 7:43 a.m.|
|Compatibility:||Houdini 12.1 to Houdini 15.5|
Added a parameter to control the spacing of the UVs in basic UV-Layout mode.
Improved the support for texture generation from objects not generated directly from the tool, using the "save as .geo" button.
-Fixed bug with the improved layout. -Improved support for Unique UVs,
-Fixed UVmapping for when UVwelding is skipped -UV layout improvement should be faster for very simple objects. -Changing the Filename to save the UVs for procedural models (when the first input is connected) no longer causes the procedure to recalculate entirely.
Fixed a bug where two-point-primitives caused the procedure not to work, these are now skipped.
Fixed normals on the model when the UV projection is skipped.
Manual from Version 2: http://www.twandegraaf.nl/Art/Documents/TdG%20UVgen_Manual.pdf