Houdini 20.5 Nodes Geometry nodes

UV Edit geometry node

Lets you interactively move UVs in the texture view.

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UV Edit allows interactive editing of the UVs on the source geometry. Multiple edits can be made within a single UV Edit operation.

The UV Edit operation will automatically detect whether the input geometry uses primitive, point, edges, or vertex UV attributes, and will affect these attributes appropriately.

3D transforms are allowed in the UV Edit operation, as the UV attribute is actually 3 coordinates: U, V, and W. When used interactively, translates and scales are along the U/V axes while rotations are about the W axis.

The UV Edit operation is cumulative, meaning that several operations can be performed within a single node in the network. UV Edit is not animatable. To animate UV transformations, use UV Transform or other UV deformers.

Using UV Edit

  1. Click the UV Edit tool on the Texture tab.

    Note

    You can load the texture image as the background in your UV viewport to easily view edit changes.

  2. Select the primitives, points, edges, or vertices to edit and drag the handles to move the UVs.

Parameters

Group

Subset of geometry to apply current operation to.

Group Type

The type of elements referenced in the Group field.

UV Attribute

The name of the texture coordinate attribute to edit, defaulting to uv.

Transform Order

Order in which transformations occur.

Rotate Order

Order in which rotations occur.

Translate

Amount of translation along uvw axes.

Rotate

Amount of rotation about uvw axes.

Scale

Non-uniform scaling along uvw axes.

Shear

Amount of shearing. The three values represent U on UV plane, U on UW plane, and V on VW plane respectively.

Pivot

Local pivot point for transformations.

Soft Radius

Area of influence.

Soft Type

Type of rolloff function.

Tangent Angles

Angles of the cubic rolloff function’s tangents. The first value applies to the tangent farthest from the source point, the second applies to the tangent closest to the source point.

Kernel Function

Metaball kernel to use when rolloff Type is “Meta-ball”

Metric

Measure of distance to use when performing a soft transform.

Ignore Point Connectivity

Affect only points connected to the points in the group, or all points within the radius.

Ignore UV Connectivity

Affect only vertices connected to the vertices in the group as seen in the UV viewport.

Visualize Falloff

When to output the soft radius falloff as a vis_falloff point or vertex attribute.

Never

Never create or write to the vis_falloff attribute.

Always

Always create and write to the vis_falloff attribute.

When Viewport Tool Is Active

Only create or write to the vis_falloff attribute temporarily when the viewport tool for this node is active.

Sew Vertices with Shared Points

Transform the vertex UVs on the selected edges such that the vertices with shared points will also share the same UV values. This option is only available for vertex UVs and edge selections. When the edge selection does not contain a specific primitive, a target is chosen among the primitives sharing the edge, otherwise the target will be the primitive specified in the edge group. When multiple edges from multiple patches are specified, the patches with the most number of edges specified in the edge group will be the target patches.

Start New UV Transform

Begin a new UV Transform. Keep all changes, but reset the operation parameters.

Reset All Changes

Discard all changes made while using this SOP, and reset the operation parameters.

See also

Geometry nodes