Blender Box Projection Mapping and UV Editing technique in Houdini

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Hello everyone,

So I'm getting into Blender and watching a lot of Ian Hubert's Lazy Tutorials and I have been wondering if there is a way to use this technique right in Houdini:






I can't seem to find any tutorials on the subject and I'm wondering if someone around here has done this before and might have some insights?
Edited by Midphase - April 7, 2020 17:14:08
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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The UV Texture SOP supports this. Set the Texture Type to “Perspective From Camera”, then feed it a camera to project from. After that, the technique is basically the same as what you're showing there.
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
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I got that far…but what next? When I create a Principled material and assign it a non-square photograph, it doesn't seem to apply the texture correctly. Do I use the Camera Backplate for the image instead?

Also, how do I get to show my texture in the UV Viewer so that I can edit the islands to cover what I need them to in the specific part of the image?
Edited by Midphase - April 7, 2020 16:10:47
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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A nonsquare image is going to be stretched into a square. You can use the UV Transform SOP or other texture SOPs to squish the UVs into a better proportion based on your input texture.

If you hit “D” on the UV View, then go to Background > UV, you can choose a file to show in the UV viewport background.
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
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Sorry….still not quite getting it. Watch the video carefully, what he's doing is using Cube Projection for the UV's, then going into UV Edit mode, adding a non-square photo, and then moving and rotating various polys around to map specific parts of the photo to specific portions of the geometry.

I don't think the UV Texture with Perspective from Camera is giving me that workflow. Is this something that is specific to Blender?

Perhaps it's my bad using Camera Projection as the title of this thread, I'm going to edit it to reflect that there is something else going on there.
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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Here's another example:

>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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Ok, I think I'm getting the gist of it….basically a combination of UV Texture using Face, UV Layout to make sure all of my polygons are laid flat, and then UV Edit to change the UV location of each polygon.

It doesn't seem quite as elegant as it appears to be in Blender, but I think it's basically what I was trying to figure out.

If anyone else has some other ideas, please chime in!

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Screen Shot 2020-04-07 at 3.21.41 PM.png (2.3 MB)

>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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