Jump to content

Search the Community

Showing results for tags 'Export'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 47 results

  1. Hi all, I want to import a particle simulation from houdini to Maya without using the Houdini engine and render in Redshift. I made a way around it stamping spheres into particles and exporting them as Alembic, but the file is too damn heavy. Do you have any suggestion? Thanks in advance.
  2. Hi everyone, I'm attempting to export a pyro sim as VDB files for use in Maya 2017. I've followed a few tutorials but each time my VDBs are only 1KB each in size. Has anyone had experience with this process and could offer some advice? I'll include a copy of my hipnc if someone would like to take a look. Thanks for your time, Kind regards, Chris (AUS) campfire010.hipnc
  3. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  4. Hello, I was wondering if anyone could share the correct workflow for face sets in alembic. Currently I'm importing an alembic from C4D that contains polygon selection sets which are passed through the alembic. When I export the alembic back to C4D, after passing through my rig node tree, the sets are lost. Can anyone shed some light on this?
  5. I was testing to transfer particles from Houdini to Maya,i use Cortex plugin to go into Maya,since Maya default importer sucks like 3dsmax roadmap So i was triying to get rotations, so far i cant get to work. Anyone tried this? Thanks
  6. packed rigid body export to fbx

    Hello, Looking for help on using the game tab RBD to FBX exporter. It should be rather straight forward but Im not sure as to what I should be selecting when its asking for a Node to export. The documentation says it should be a "Reference to a packed object". Is this just the geo node at object level or is this the the rbd packed object in the dop? I get errors no matter what I select. And is there an order to selecting my tab icon first than the object or vice versa? Thanks DoorExplode_OD_v005.hip
  7. Hello all, Newbie calling for help here. Now, more angry and with less hair... I am trying to export out an alembic file that will have my packed fracture in a grouped hierarchy rather then a solid piece of geometry. My end product would be an alembic that I can auto assign bones(via script) to each piece of geo inside of maya. From there I would like to export out as an FBX. My geometry setup in houdini does have an Assemble node with Create Groups, Create name Attribute and create Packed Geometry selected. In my fracture voronoi I have an attribute created called piece. Also in my voronoi tab under groups Ive selected create groups with named prefix, interior and exterior groups. I dont know if Im setting up my tree wrong in my fractured Object (Door) or if my settings to render out with a ROP Alembic are jacked. So my question is 2 fold, Am I setting up my packed fracture correctly to give me individual pieces come alembic time. AND are there special settings/ and or combination of settings of both. Ive read the manual, rumbled through sites and still no bueno. I've included my scene for further diagnoses. ANY help would be greatly appreciated. I've also tried incorporating Laidlaw's RBD/FBX export into my hip and couldn't get it to work. On that note any FBX workflow that can be recomended. I tried the game tab RBD to FBX export but I'm confused as to what node to export I should select in my file. Everything Ive tried so far just throws an error Again I appreciate ur help! DoorExplode_OD_v005.hip
  8. Export Multiple FBX Using Python

    Hey, so I have a situation where i have exported a load of rbd simulations to alembic and i now, after re-importing them back in as alembic archives, I want to export them out from Houdini as FBX. Now, i can do this fine on an individual level, but it takes a while to export each one and then I have to come back and export the next one when thats finished, usually an hour later or something. What i I would prefer to do is to create a python script to automatically export the next one so i can leave them all going over night or something but I dont have any idea how to do this. Can someone please help me out or point me in the right direction? Thanks
  9. 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
  10. Hi Guys I'm trying to export a fractured geometry with two materials, one for the original faces and one for the new faces generated after fracturing. I just can't seem to figure out what sort of attributes I need to have for the FBX exporter in Houdini to include them as two distinct materials. I've tried the material node in various configurations but I just can't seem to get it right.
  11. Hi all I have a question about exporting geometry using .fbx - Basically I want to export certain model that has been created in Houdini and render it in Keyshot, while in Houdini the model looks smoothed as shown in the pic attached sc_from_houdini.png but when i import it in Keyshot it comes totally black opaque and unable to receive new materials. I can overcome this situation by entering dummy (zero) changes to the geometry in Keyshot, which renders it able to receive materials and be rendered properly. Now, the problem I find is that once this first issue is fixed, the result of the render is showing the raw polygons and not a smooth surface as it appeared in the Houdini renders, as we can see on sc_from_keyshot.png attached. Anyone have idea what this happens? Perhaps I am missing some step before exporting the geometry, or exporting it wrongly? Sorry is not the same exact camera, but is the exact same geometry, I also attach here the houdini .fbx exported file ) Thanks in advance ) s.fbx
  12. Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro
  13. Animation export to Unity

    Hello everybody! I have a simple grid animation like this: The animation is driven by a $F*0.001 expression in mountain node offset channel: Is there a way to: 1) Loop this animation seamlessly And the most important: 2) Is there a way to export this animation to Unity? If yes, what format is better for the task and what export/import settings should I use? Thank you for your time.
  14. Hey guys, I really need some help here, I'm in the middle of a project and can't export the simulated cloth with proper UVs (exporting it as alembic / must work in Maya) Here are some statements about the situation: - if I export the grid mesh, with no simulation, the UVs are read correctly outside of Houdini; - if I export the simulation, directly from the dopimport1 node, it doesn't work outside of Houdini; - the UVs are ok when I import it back to Houdini (and unpack the geometry); - the cloth is gettin' ripped on my original scene, this way I can't use an attribute copy to get the uvs from the original mesh (since it's point count is changing); - If I import it to 3ds Max, it work's at the first frame but as soon as I run the timeline it get id of the uv. I can get the 1st frame uv to stick to the object if I add an Unwrap UVW modifier to it. Tried to export it from Max to Maya but it doesn't work; I did a quick test here in a much simplier scene, with a plane only and get the same problem. The scene file is attached + 2 exported alembics (with and without simulation) Thank's in advance Cloth Problem.rar
  15. Hi guys, I need to export some hair as alembic but it's not as easy as it looks like. I think it need to be converted to geometry first. Do you guys have any idea on how to proceed?
  16. Alright I'm still quite new to Houdini but I'm enjoying its shattering system and its dynamics are much more viable to use over the likes of Maya. My question is whether or not it is possible to bake object shattering and interactions with other objects as set keyframes. Reason for this is so I could possibly transfer it over as an FBX file to Maya. I apologize if this seems a bit obvious of a question. Thanks for any help, Belt
  17. I want to export geometry from Houdini using alembic rop output In my Rop Alembic Output SOP I have these settings : - Build Hierarchy From path attribute But it seems like it finds name clashes and is not able to export.. any one knows why? if I unpack (with transfer path attribute) it works fine.. but that means the file size is way bigger. I have attatched a simple scene file packed_alembic_export.hiplc and here is the alembic file ALEMBIC.abc
  18. Pyro Attributes

    Hello! I'm encountering a little problem with Pyro Fx. When I export a geo file from any fire, the attributes of heat, temperature and fuel look good in the viewport but when I render them, I get a particles cube. It seems that those attributes are not exported in my bgeo files (I tried with Vdb files and got the same result). Is it a bug or is there a step that I missed in the export? Thank you!
  19. Hi there, Very new to Houdini, I am looking to export volume trails into Cinema 4D, weather by exporting the points or turning the points into splines and then exporting, as long as I avoid geometry because it's dense. Also, I do not have the Houdini engine. Any ideas on how this can be done?
  20. Save Cd to Bitmap

    Sup guys, I've painted some stuff on an object and now I need to export this object to another software. I've projected UVs properly on it and now I'd like to export this data as a bitmap. I've found some info on sidefx forum saying this (on quote) but i'm quite new to shops and have no idea on what's going on there. Can anyone help me out with this, pls? My main doubts are: Should I do this in Shops? What is the Cf output? Use mantra -u option? wut? Thank you, /Alvaro
  21. Hey people! I'm currently using Alembic to go back and forth between Houdini and Max. I've been trying to figure out how some of the attrs need to be setup so that max can read them. Already figured out I needed to promote N to vertex (otherwise every loaded frame it tries to reload all normals, fails, etc, sloow - other solution has been turning off import N from max so it rebuilt its own, but it wasn't as desired) Now the problem I'm facing is how to create material IDs for Max - the geometry that came in, even if it had Material IDs in Max, didn't import any kind of attr in Houdini that could refer to that, so I don't know what it needs, if Primitive, Vertex etc... Anyone had previous experience and wants to share? Thanks!
  22. I tried to search about this without success. I have a RigidBody fractured animation created in Maya by a friend, it was saved as an alembic, I need to bake animation of the pieces inside the alembic file as fbx keyframed animation. The geometry in the alembic file contains uv attributes and 2 primitive groups defining outside and inside geometry. Geometry has not variable number of points over time, I was able to attach some test rivets to see if the animation is stable and it seems to work fine. Problem using rivets doesn't look to be easy to do since I have 250 pieces and manually doing rivets to extract keyframe animation doesn't seem a good idea, and also it would probably not maintain correct spatial positions of geometry. With Connectivity I was able to create a point attribute to define those separated pieces. With Exploded view I was able to see those pieces separated and create a "name" (primitive attibute), then set Scale to 0 since I don't need to see the pieces separated. What I need to do now is making those pieces effectively independent from each other all parented to a single null object, and exporting the baked hierarchy as keyframed. I need to create a starting transfom for each individual piece with origin at centroid and a custom rotation to keep relations between all the pieces coherent. Then I need to compare with the deforming pieces (to extract those transformation and finally bake the fbx). For single pieces Extract Transform is pretty easy to use, but for multiple pieces inside a single file it seems a bit more complicate. I don't have any idea on how to proceed, I'm relatively new to Houdini, so help from someone who already did this with some test scene would be pretty useful.
  23. I am having my first shot where I have to export geometry from 3ds Max to Houdini. Is there a preferred exporting method to follow? For example, I have a wall made of bricks. In Max, they are all attached as one object made of multiple separate objects. When I tried exporting it this way(as a single obj), the most I was able to get from Houdini was to take each primitive and treat them individually. I also tried exporting as a single Alembic piece, but that acted as what would essentially be an unpacked object and came in as a single point. So in short, what method is everyone/standard practice used for exporting out multiple (hundreds, thousands) of geo pieces from another package into Houdini? I tried doing a search but couldn't really find a definitive answer. Any help would be much appreciated! Thanks :)! ****i solved this by exporting as multiple elements in 1 go. So instead of having all objects connected into 1 object, they were separated out and exported by selection.
  24. glue-cluster to combined objs

    Hey, im doing a simulation whereby im clustering my voronoi objects with glue so that i can use Bullet. The problem is that when i come to export the sim out (to alembic) all of these objects are being exported as individuals rather than in their clusters, which is really expensive (around 10000+ objects on export as opposed to around 1000). Is there a way i can merge/ combine the glue-clustered objects post-sim to create actual 'combined objects' for export?
  25. hi friends like the title says I am trying to get the Houdini ocean fx to Softimage, both the mesh and displacement. the displacement images created in Houdini as a pic file doesn't seem to work. anyone has a suggestion on work flow to get them to Softimage? cheers
×