I'm curious if there's a better way to interpolate a texture map from a source geometry to a volume than what I'm doing in the attached file. Using a scatter, and an attribute transfer seems to be a real bottle neck, and so I'm wondering if there's a way to directly interpolate the uvs from the original geometry either onto the point cloud before the volume from attrib, or directly into a volume.
I figured there must be a way either with a wrangle or a vop, but I can't seem to find anything appropriate.
Interpolate UV's to volume from Source Geo
4639 2 3- Allegro
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- sekow
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- blackpixel
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Like sekow said, VDB from Polygons SOP does all the work for you.
And although it's possible to have UV volumes from a poly mesh, I'd suggest you avoid doing so, if you don't want to have visible seams ( especially if you have multiple UV islands like the pig head does ).
Instead you could apply the color from the map to the vertices and then create a Cd vector volume from that.
And although it's possible to have UV volumes from a poly mesh, I'd suggest you avoid doing so, if you don't want to have visible seams ( especially if you have multiple UV islands like the pig head does ).
Instead you could apply the color from the map to the vertices and then create a Cd vector volume from that.
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