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ROCKET CARDS UV​​​

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INTRODUCTION

Card grooming was the last major piece missing from my profile. The reason is simple: I’m a hyper-realistic Groom TD, and I’ve never been a fan of the cheap, game-style look often associated with hair cards.

That changed when I first saw the 3DScanStore hair grooms. They’re exceptionally realistic and beautifully crafted.

Around the same time, during one of my recent contracts, I discovered GS Curve Tools and instantly fell in love with how powerful and elegant that tool is.

As a Houdini groomer, though, I wanted to achieve a similar result directly inside SideFX. Not for generating the cards themselves (there are already solid options for that), but specifically for UV placement and control.

After several months of development, this led to two new HDAs: Rocket Card UV and Rocket Card UV Tweak.

Like all my Rocket tools, they’re designed to be simple, intuitive, and artist-friendly.

Let’s dive in.

menu
video

VIDEO

For those who want a Rocket rundown of the tool:

installation

INSTALLATION

Unzip the file and put the content of the HDA directory in your otls dir: (../Documents/houdini21.0/otls)

rocketcards

ROCKET CARD UV

rocketCard.jpg

When working with hair cards, full control over texturing is essential.

 

There are several ways to approach this. You can use predefined cards with their own textures, duplicate and place them as needed, or, as I prefer, groom using cards as guides and then, at the final stage, move the UVs to target the exact portion of the texture you want.

Let's see a quick sample:

placementSample.jpg

Under the hood, Rocket Card UV straightens the cards, lays them out, and splits them based on the Group Amount setting.

Notice the difference:

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For the left option, I removed the original UVs from the purchased asset and applied a UV Flatten node.

You can split your UVs into as many as 10 groups:

amount.gif

This is a killer feature. By drawing your texture according to this subdivision, you can work extremely fast. With 10 different hair chunks, your character instantly gains all the variation it needs.

But since I’m a picky groomer, I built an additional node dedicated to fine-tuning the UVs. To get this extra level of control, simply click the Create button under the UV Tweak Amount setting:

tweak.jpg
uvtweak.jpg

You can create as many nodes as you like in a single step, or by clicking the button multiple times. In the latter case, each new node is created after the most recent RocketCardsUVTweak node.

Please pay attention to this detail. If your last node is a viewer, such as a QuickUV viewer, the new RocketCardsUVTweak node will not be connected after it:

uvtweak_creation.jpg

Let's dive in and look at this HDA.

uvtweaks

ROCKET CARDS UV TWEAK

tweakConnections.jpg
inputoutputs

INPUT AND OUTPUTS

To keep things simple and clearly highlight all the features of the tool, I’ll use a very basic set of cards, simulating a small section of a nape:

napeCards.jpg

Since the outputs are key to getting the most out of the tool, let’s start by taking a look at them. Later, I’ll go into more detail on how to position the UVs.

FINAL OUTPUT

Displays the result of the current tool settings.

​To preview the result, use a UV Quickshade node with the same texture used in the background.

finalOutput.gif
finalOutput_detail.gif

SELECTED

Displays only the selection, whether random or manual, without any unification or layout applied.

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NON SELECTED

Displays only the non-selected cardswithout any unification or layout applied.

This output is crucial because, by connecting a new Rocket UV Tweak node to it, you can work exclusively on the portion of the groom that hasn’t been tweaked yet.

nonselected.gif

SELECTED + NON SELECTED

Displays all the cardswithout any unification or layout applied.

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settings

SETTINGS

Let's dive into the tool.​

cardsettings.gif
cleanview

1 - CLEAN VIEW

I’m extremely picky when it comes to visualization, and since overlapping cards can quickly become a visual mess, I use a small trick: I delete all internal polygons so that only the card boundaries are displayed.

It’s not worth going into too much detail here. The only important thing to remember, as the warning indicates, is to disable this option once you’re done with the placement.

clean.gif
randomselection

2 - RANDOM SELECTION

To quickly introduce variation in the UV distribution, you can use these two sliders to randomly select the cards.

A group named "random" is created:

randomselection.gif
visibility options

3 - VISIBILITY OPTIONS

Use the toggles to display the selected cards, the unselected ones, or both. You can also choose a specific color for the selection:

visibilityOptions.gif

To display the cards, enable the blue display toggle on the node.

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manual selection

4 - MANUAL SELECTION

By default, the selection uses the random group created earlier. If you need a specific selection, click the arrow and manually pick the cards.

Tip

To make sure you select all the polygons of a card, press Shift + G repeatedly before confirming the selection.


If you want to switch back to the random group, simply type random in the group field.

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transform fields

TRANSFORM FIELDS

 

To position and resize your cards, you can use the Transform, Scale, and Rotate fields. Even better, once the selection is done, press Enter to activate the gizmo and work interactively.

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CONCLUSIONS

Card grooming can be approached in different ways. Use or build the method that best fits your needs and workflow.

 

 

Rocket Cards UV focuses mainly on the UV stage. In Houdini, the tools to generate the geometry are already there, but getting clean, straight, and well-assigned UVs can be the real challenge.

 

Once again, my tools are simply optimizations of my existing networks, ways to experiment and discover new combinations of the tools we already have, with a bit of VEX.

 

Enjoy, and share the knowledge!

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