In the second Part of this Tutorial, we will tackle Normal Maps. We will talk about coordinate systems and why they affect Normal maps and how to create a system that works even with changing objects. Watch part 1 here: Triplanar Mapping in COPs pt. […]
All Posts tagged “uv”
Free Tutorial: Triplanar Mapping in COPs – pt. 1
This was asked for in the comments a lot, so Chris made this two-part Tutorial on Triplanar texture Mapping in Copernicus! In this first Video Chris will go into Detail on how to set up a neat triplanar mapping Setup and will guide you through […]
KineFX 101 – pt. 23: Flower 01: Petal
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Chainmail Part 2: Deform the Chainmail Using UVSample
In this second part of the chainmail tutorial Manuel shows you how to create a Vellum cloth sim and how to attach the chainmail geo to the simulated cloth using the VEX function UVSample(). Download Project File
Better Texture Tiling
Even if you have a perfect tilable texture with seamless borders you often run into problems when tiling the same texture often to cover large areas. If your texture happens to be irregular you might want to give this tiling trick a try to make […]
Procedural UV Unwrapping with Geometry Nodes
This tutorial uses Blender 3.3 Alpha. You can get this version from here: Download Experimental Builds Blender 3.3 Alpha adds nodes for procedural UV unwrapping. In this quick tip tutorial Manuel explains one way of using the new feature on some procedurally built rocks.
Houdini 17 Quicktip: Packing Geometry Using the UV-Layout SOP
With the Houdini 17 party still going, let’s have a look at a somewhat hidden gem in H17’s tools: The UV-Layout SOP. “Wait! I don’t care about ’em UVs!” you might say. We hear you, but they are not really the focus of this tutorial. […]
Knitting in 3D – Building a UV deformer
Knitting in 3D is quite popular these days. Although it is not too hard to achieve, building a knitting setup presents some challenges to the TD. In this tutorial Manuel shows you one way of modeling a knitted 3D object and a method of making […]