Houdini 13.0 Nodes

interface version 1

Constructs the 2D texture from an UV point cloud geometry (where each point corresponds to one pixel).

  • The bunny point cloud (middle) has some colors added, then the corresponding UV texture is generated (right), based on the UV mapping of the original bunny geometry.

  • A simple method for rendering an object's colors from a camera view. (The resulting image is placed on a camera plane.)

For more details on the UV-pointcloud workflow, see the UV PointCloud qL SOP documentation.

Parameters

SOP Path

Path to a SOP containing an UV point cloud that will be converted to a regular 2D image.

Color, Alpha Attribute

Name of per-point attributes on the SOP geometry that will be used as color and alpha channels in the output image.

Fixed Mode (Pixel-for-Point)

This mode expects a point cloud generated with the UV PointCloud qL SOP .

As each point in the point cloud represents exactly one pixel, the number of points and point order must not be modified (however, uv attributes are not required).

Resolution Attribute

Name of a detail attribute on the geometry that contains the resolution of the point cloud and the output image.

If the resolution attribute doesn’t exist, the width/height parameters get enabled and can be set manually. (Better to stick with the attribute, through.)

Note

Resolution should always match with the corresponding UV PointCloud qL SOP .

Arbitrary Cloud

In this mode there aren’t any restrictions on the point cloud. The only requirement is a per-point uv attribute.

Tip

Given enough points to sample from, this mode can perform higher quality sampling (at the expense of speed). It also handles overlapping UVs better.

Resolution

Size of the output texture image. Note that filtering works best on square-shaped images, i.e. where width and height are the same.

Point UV Attribute

Name of the per-point attribute containing UV coordinates.

Filter Width

The “size” of a pixel in UV space. (Measured in pixels.) Values larger than 1 might produce blurrier results.

Num Points

The maximum number of points to be considered for each output texture pixel.

Increasing this number will result in higher texture quality (with a point cloud dense enough).

Release Notes

interface version 1

2014-11-29
  • Updated help card.

2014-03-26
  • Added “arbitrary cloud” mode (experimental).

2014-03-23

First version.