Creating textures from geo in Houdini

Creating textures from geo

creating geo with tiling (repeatable pattern)

add a geo node, name it lowres and dive inside add a grid node add UV texture node add another geo node, name it highres and dive inside add grid node add UV texture node add remesh node add subdivide node depth: 3 add normal node add point VOP and dive inside add displace along normals node (connect P - P, N - nN, dispP - P) add unified noise static node (connect P - pos, noise - amount) noise type: worley cellular F2-f1 frequency: 0.5 0.5 0.5 1 check periodic period: 5 5 5 1 (divide grid size (10) / 0.5) add ramp parameter node (connect noise - input, ramp - Cd) then leave node, and find ramp outside set some colors here attribute bindings tab -> check update normals if displaced vopglobal P├──┬──────────────────────────────┤P displacenml dispP├───────┤P vopout N├──┼──────────────────────────────┤nN ┌──┤Cd │ ┌──┤amount │ │ │ │ │ │ │ └─┤pos unifnoise noise├───┤ ┌───────┘ │ │ │ │ └─┤input ramp ramp├─┘ in mat context, add a principled shader change base color to white apply the material to both grid objects

baking, rendering the texture

go to out context add bake texture node UV object: select lowhres geo here High Res Object: select highres geo here (output picture: $HIP/render/tex.exr) extract format: open EXR check displacement check shading normal (N) check surface unlit base color (basecolor) unwrapping tab -> ray bias: 1 click Render to MPlay then check the channels

compositing, converting the EXR files

go to img context add a file node and load the EXR file add rop file output node output picture: $HIP/render/tex.tif and click render


Veröffentlicht: 01.2024