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  1. Is there a way to get a Polysplit location with Python via a GeometrySelection? I´d like to rewrite the Polysplit Usage to the following steps as i see this as the faster and more intuitive workflow: 1. Select 2 Points 2. Hit Button/Shortcut 3. These get automtically connected This works fine with the PolyCut, as it just needs the Pointnumber, but does not work with PolySplit as i cannot find a proper Method/Interface for getting the new (5v0 5v2 and so on) notation. Any suggestions? Thanks everbody. Cheers, Elmar
  2. The Teaser for the upcoming Animation Symposium as Part of Ars Electronica 2017 in Linz, Austria. Free Registration and more Info: www.expandedanimation.com Houdini & Redshift. Cheers, Elmar
  3. as far as I know it´s a Mantra Parameter only. But correct me if I´m wrong.
  4. It´s the other way round. You can set the parameter on the last tab (objects tab) of the light. But, yes the syntax is ^/obj/obj_name. There you can set light & shadow contribution. * ^/obj/box would light everthing but the box for example.
  5. I also posted in the SESI forum where i got an answer. If anyone has the same problem, the answer (including .hda file) can be found here https://sidefx.com/forum/topic/50963/ . Problem is that you have to use SHOP context, not material context and you need a dummy-parm because maya does not update it´s viewport. Hopefully it´s helpful for somebody. Cheers, Elmar
  6. I solved it by attaching groups instead of materials and transferring them to Maya. There the user can attach his custom material. But that functionality as mentioned above woudl be nice nonetheless. Thanks anyway, everyone.
  7. Hey there. Great forum, I´m around a bit already, but no problem i didn´t find. Until now. I created a Digital Asset in Houdini which i import into Maya. Within Houdini i create UVs which stick to rotating geo. I generated some text which within a COP-net which lives within the asset. Everything is working fine within Houdini. But when i import into Maya I´ve the problem that the two shaders which i assigned are there, but the Texture Reference from COPs gets lost. I also set relative paths already. I tried with the Principled Shader in MAT-Context and also with a classicshadercore within a materialbuilder. The uvs in Maya are still there. Is there a specific worklflow to get something like this working? First export to Maya ever, so struggeling a little bit. Please also see the images attached. Thanks in advance. Cheers, Elmar
  8. GPU Mantra UV-Tools Modelling Tools