Hi all
I have notice that houdini produces separated vertices for each polygon, almost like and unwelded model. Can anyone point me the right direction on how to get a point list of only those vertices along the seems of the uvmap.
This is for a custom exporter.
Point indices for vertices along uv seams
4714 5 0- rom12345
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- symek
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rom12345
Hi all
I have notice that houdini produces separated vertices for each polygon, almost like and unwelded model. Can anyone point me the right direction on how to get a point list of only those vertices along the seems of the uvmap.
This is for a custom exporter.
hmm… in Houdini lingo vertex is a corner of a polygon, not a point this corner is attached to. Houdini doesn't have to produce unwelded geometry (i.e. npoints==nvertices) and in most cases it doesn't. It's just listing vertices besides points.
Anyway, if your uv is a vertex attribute, you could promote it to a points class, and then group with point expression like:
point(path, $PT, “uv”, 0) ==1 || point(path, $PT, “uv”, 1) == 1
Python code without promoting uv along the line:
geo = mySOP.geometry()
seam =
for prim in geo.prims():
for v in prim.vertices()
if True in ]:
seam.append(v.point().number())
seams = tuple(set(seams))
- rom12345
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- rom12345
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I think I'm understanding, but let me be a little more explicit in what I am trying to achieve.
I would like to transfer geometry to the Unity Game Engine. i know I can use objs, but I would like to transfer 2 uv sets & vertex color via a network socket.
A requirement here is for the number of (unity) vertices (vector3) to match the number of uvs(Vector2).
I am getting a result, as this is the case with each polygon containing discreet vertices, however I end up with a lode of vertices and a unwelded mesh.
What I need to resolve is discontinuous uvs ie those vertices/points which will have more than one uv coord in order to generate extra verts in unity.
so i guess an “unweld along uv seams” is in order.
I suppose I could handle this on the unity side, but sending so much additional data through the socket really slows things down.
I would like to transfer geometry to the Unity Game Engine. i know I can use objs, but I would like to transfer 2 uv sets & vertex color via a network socket.
A requirement here is for the number of (unity) vertices (vector3) to match the number of uvs(Vector2).
I am getting a result, as this is the case with each polygon containing discreet vertices, however I end up with a lode of vertices and a unwelded mesh.
What I need to resolve is discontinuous uvs ie those vertices/points which will have more than one uv coord in order to generate extra verts in unity.
so i guess an “unweld along uv seams” is in order.
I suppose I could handle this on the unity side, but sending so much additional data through the socket really slows things down.
- axebeak
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- rom12345
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