[TUT] Easy UV Unwrapping in Houdini

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  • čas přidán 11. 07. 2024
  • This is the tutorial that I wish existed when I first started using Houdini. I was (and to some degree still am) extremely confused by the concept of UV unwrapping and mapping and I was unable to find any tutorials that would teach me a simple way of dealing with them in Houdini.
    Please forgive my use of incorrect use of terminology in the video, I'm far from being a UV expert...but hopefully you can figure out what I meant!

Komentáře • 38

  • @b2thelo2
    @b2thelo2 Před 2 lety +1

    Your videos are so damn clear! I don't know why that's so rare. Thank you for your awesome tutorials!

  • @VFX-Artik
    @VFX-Artik Před 2 lety +1

    Огромное спасибо! Самое разумное объяснение по UV-развёртке! Очень помогла Ваша инструкция.

  • @wisdom_save
    @wisdom_save Před 2 lety

    Thank you so much! I was clawing at my brain trying to figure out how to UV a torus for some Unreal Engine Visual Effects, this was exactly what I needed! Thank you!

  • @nininanyu
    @nininanyu Před 3 lety +1

    Thanks! very nice intro to houdini UV mapping! helped me a lot!

  • @klausberfelde-je2ye
    @klausberfelde-je2ye Před 4 měsíci

    Hello, nice and helpful tutorial.
    Smal Update, since Houdini 19 there is a button on the right column of the 3D view on the lower end with small diagonal squares in decent blue and red, that you can toggle on and off.
    When you hover over it, it says: Show UV texture when UVs present. So, you´re not necessarily need the Laps Visualize tool.
    As always, there are many ways to get things done in Houdini.

  • @rosengrozev3326
    @rosengrozev3326 Před 3 lety +1

    Thank you this was so exhaustive!

  • @shubhamrai4850
    @shubhamrai4850 Před 2 lety +1

    I am a beginner in HOUINI and your video helped me a lot thanks a lot for tutorial keep posting.

  • @paoloricaldone6273
    @paoloricaldone6273 Před 4 lety +1

    Clear as usual. Tks

  • @alexeyivanov9205
    @alexeyivanov9205 Před 6 měsíci

    Thank you! This is a very useful video.👍

  • @constantineskliris
    @constantineskliris Před 3 lety +2

    You're a star

  • @modestekanon8204
    @modestekanon8204 Před 2 lety +1

    You are the best. God bless you

  • @magic8bit509
    @magic8bit509 Před 2 lety

    nice tutorial, thank you sir !

  • @N3.1Kryuk
    @N3.1Kryuk Před rokem

    Great video! Thanks

  • @tetreur
    @tetreur Před 4 lety +1

    Thx, super tutorial

  • @Baronych
    @Baronych Před 2 měsíci

    Thank you very much.

  • @Gyanevlogs
    @Gyanevlogs Před 3 lety +1

    Very interesting

  • @jave567
    @jave567 Před 2 lety

    BLESS U SIR.

  • @estupendo3939
    @estupendo3939 Před rokem

    Thank You!

  • @giorgioolivero8003
    @giorgioolivero8003 Před 3 lety +1

    thanks, much needed.

  • @marcomeeuwse9263
    @marcomeeuwse9263 Před 2 lety

    Hi Right-Brained, Thanks for creating these tutorials. I've noticed that you also have some scewed UVs. Won't these scewd UVs give orientation issues with a texture that is used over the entire model? Perhaps my knowledge is lacking but wont these UVs scattered around give artifacts for lightmaps? Hope you'll find some time to respond and guide me in the right direction

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 2 lety +1

      Unfortunately there is no real replacement for manually creating seams and strategizing for a proper UV flattening based on one's own specific needs. UV unwrapping is the pain point of most modelers and texturing artists so in these videos I'm just illustrating a way of getting usable UV's without needing to do it manually. In Substance Painter I tend to favor using triplanar maps for repeating patterns, and then do manual painting and touching up as needed. It's not perfect, but it's fine for most uses. There is this app that I found out about recently, I haven't tested it yet but it looks like it can give promising results: www.quelsolaar.com

    • @marcomeeuwse9263
      @marcomeeuwse9263 Před 2 lety

      @@RightBrainedTutorials Trippy website I like it haha. Im glad you're show this workflow as I've always had in my mind that those scewed UV are somewhat useable. So the workflow sticks to getting those 3d models first, then texturing it. No procedural workflow after creating the asset within Houdini. Thanks for showing me that.

  • @Johanearldirector
    @Johanearldirector Před rokem

    Hi, I have a model that I made in houdini which I'm having lots of trouble getting into substance correctly. Wondering if you'd be prepared to consult on it? Happy to pay you to take a look.

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před rokem

      Hello Johan, are you on the SideFX forum? If you want to send me a PM there, my handle is Midphase.

  • @jasonjin3518
    @jasonjin3518 Před 3 lety

    Hi, I did the steps but the UV is not showing on the box. (grayed grids
    with letters) used UV unwrap and UV quick shade node And how to tell
    if your imported free obj statue in houdini has UV or not? Thanks!

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 3 lety

      You can tell if a geometry that you imported has UV's or not in two ways -- one hold the Middle-Mouse button and click on the File node, in the various Vertex attribute list there should be one called UV, if it's not there it doesn't have UV's. The other method is to hit Space-5 while your mouse is hovering in the viewport and it will switch to UV view, if there are no UV islands on there then you don't have UV's. UV Quick Shade node has been replaced by the SideFX Labs Visualize UV's node.

    • @jasonjin3518
      @jasonjin3518 Před 3 lety

      @@RightBrainedTutorials Middle clicked and it didn't have those keywords so I UV unwrapped and UV quick shade it. Is it the loop node that can allow all UV to be on the inside faces? ( after fracture). Or is what I did so far is enough to have UVs on the inside facestoo? thanks!

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 3 lety

      @@jasonjin3518 If you want to flip your normals to face inside, you can use the Reverse node to do that. As far as UV mapping, the textures should get applied to both faces automatically (but some maps will look weird if the normals are not facing the right direction).

  • @uzaykisi1863
    @uzaykisi1863 Před 2 lety

    Hi, a noob question here, what if the object is animated?

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 2 lety

      No problem, the UV map should "stick" to your geometry even if it's animated. Just to be extra careful, you can add a Rest attribute by using the Rest node.

  • @Gyanevlogs
    @Gyanevlogs Před 3 lety

    Need more uv tutorial

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 3 lety +1

      Here you go:
      czcams.com/video/AUvMWR2M8b4/video.html
      czcams.com/video/p1KZJq53j_4/video.html

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 3 lety +2

      Out of curiosity, what else are you looking to learn?

    • @Gyanevlogs
      @Gyanevlogs Před 3 lety

      @@RightBrainedTutorials really thanks for sharing.

    • @nininanyu
      @nininanyu Před 3 lety

      @@RightBrainedTutorials Thanks a lot for the tutorials! I would like to know more about how to set up and use multiple UV-sets in houdini. Another point I'm curious about is the project option "perspective from camera" in the UV Texture node. Thanks!

    • @RightBrainedTutorials
      @RightBrainedTutorials  Před 3 lety

      @@nininanyu I use the Project from Camera in this tutorial -- not a comprehensive guide but it should get you started: czcams.com/video/xgh5Vg3hqwI/video.html

  • @franzkern
    @franzkern Před rokem

    🫶🫶🫶