• In 3d

    Set UV island texel density

    Today I needed to enforce certain texel density for my procedurally generated meshes in Houdini. I found this tool, but unfortunately supplied HDA did not work on my Indie license and it was locked, so I had to recreate this myself. Nothing complicated, but It is actually a very useful tool to have when dealing with procedurally generated meshes. Basic idea: First for each primitive you measure its area in world space and in UV space. Then you multiply world space area with target texel density (how many pixels you want per square meter) Multiply UV space area by texture pixel count […]