So using “%(UDIM)d” is a slightly convoluted way of saying “give me an integer value made from the UDIM name”. In computer languages, the term “%d” stands for an integer value that gets filled in by the program, not the user (yes, I know, there is sreadf, but let's not get into semantics). As for the naming of the files, you may have missed the logic of “printf” used there. Flipping U and V readout is possible as your screenshot shows, but that does not affect the texture file naming (as far as I know), because the flipping is done on READOUT, not on filename creation (for example: Reading coordinate 0.1/0.2, when flipped, turns into 0.9/0.8 but NOT into 9.1 or 9.9 or what, since the “value” left of the digit isn't applied to the UV map but to the texture file map, i.e. In general you will probably need to adjust your UDIM pipeline to match Houdini's naming convention (please read the documentation linked above, it is quite clear that you cannot use U values for the UDIM offset greater than 8 for example, if the docs are correct). Moin, as I just responded to your PM, I'm going to do a video on this topic ASAP. Can you please provide me an example or help me some how? Best regards Tanel.V Below i have added some extra pictures and also video(s). This same material is drag droped on to my model (in “Scene view”) But i do not know how to load in same textures again (note they are UDIM-s) and how to apply same texture maps again but as displacement OR bump map. There i have loaded in my UDIM textures C Users/Tann/Pictures/Props/Wapons/Fel dager textures/diffuse.%(UDIM)d.tif and UDIM box is selected / tick-ed. How to do it? In Houdi things looks like this: Scene level has * 2 cameras nodes * 2 area lights nodes * My 3D model node When i click on “Material Palette” i have added “Principle Shader” material When i dive inside to that shader i have node that comes with that shader named as “principledshader1” (This is default that comes when you create “Principle Shader” material) I have created extra node there named as “texture1” Inside “principledshader1” When i select “texture1” node i get options and selections that are specific to that node. ![]() ![]() Hello, I have: 1 - Created model in Zbrush 2 - Textured model in Mari 3 - Exported Textures as flat 4 - Loaded in model in Houdini 16 Amarok 5 - Applied UDIM textures Question: How to use same texture map(s) / again but now instead color i want to use them as bump or displacement map.
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