Averaging bitmap texture to single vertex color per face....

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I have some 3d scans that I'm turning into low poly artwork for UE4 using the polyreduce SOP. I then use the uvquickshade SOP to apply the original bitmap texture. I can then export the low poly as .abc and that all works.

However, I'd like to remove the bitmap texture from the equation entirely after export. So basically I'd like to take the average color for each face from the bitmap and apply it as a single averaged vertex color to each of my polyreduced faces. That way I can export an Alembic file with nice clean single color for each polygon. I believe I can then import into UE4, which I think now supports vertex colors as of v4.16.

Does any one have any ideas how I'd go about this? I'm pretty green when it comes to Houdini and so the more detail on the steps required the better.

I've attached my files as scan.zip and also added a screenshot if that helps.
Edited by Rob Eastham - Aug. 4, 2017 12:56:45

Attachments:
scan.zip (2.1 MB)
hindie_2017-08-04_17-52-00.png (902.3 KB)

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Sorry to bump this, but has anyone got any ideas?
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Hi
The Attribute From Map node takes information from a texture and sets it as a point attribute. To average these point colors you could use the Attribute Promote node to average the values to poly/faces.

-b
http://www.racecar.no [www.racecar.no]
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