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Hello everyone, I have recently wrote an inhouse python plug-in in c++ for houdini. H2A is a custom plug-in to export houdini geometry in arnold ass file format to be able to load in mtoa, htoa or c4dtoa. This plug-in exports almost every geometry type to arnold i.e. points, polygons and curves. You can compile or grab the compiled plug-in from: https://github.com/sergeneren/anima/tree/master/anima/render/arnold/H2A P.s. please excuse my sloppy c style
Hello All, I have scoured Solid Angle and Thinkbox support for answers to how to setup Deadline to generate ASS files to render them on Deadline farm. When I try to get Deadline to generate both, it fails out miserably. When I generate the ASS files locally (with VDBs correctly pathed) I get the error: [ass] line 76: /obj/FIRE:volume.shader: unresolved reference to '/obj/FIRE/shopnet/arnold_vopnet/volume_collector2' Unfortunately, I can't upload project file for active show, but any links or tips would be greatly appreciated. Thank you
Hi, I'm facing a pipeline issue: I'd like to scatter dozens of object in maya using the houdini engine. It's working fine if I scatter a simple object like a torus. BUT in order to keep my scene light I would like to scatter arnold .ass file. But houdini engine doesn't recognize ass files. Do you know how i could avoid that, or maybe use Htoa.. The point is to be able to scatter and control a huge amount of object without getting a heavy scene thanks
Hi I have en environnement geometry from Maya with his own material contained in a .ass file. When I import it in Houdini, I can cast a shadow on it without problem (with Force Phantom). But since I don't have a real access to the shader content, is there a way to add a shadow catch AOV of the added Houdini assets without recreating and reassigning an Arnold Material for each .ass geometry where I need the shadow pass? Thanks Maxime