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Found 9 results

  1. I am not able to emit fluid from mesh that I imported as ABC from Houdini. Getting this error. I also get the same error when I apply a MEL script that applies shaders randomly. // Error: file: /Applications/Autodesk/maya2016/Maya.app/Contents/scripts/others/dynExecFluidEmitterCommands.mel line 47: Object 'file1_106' not found. Attaching the abc file as well skelly2.abc
  2. Zero gravity FLIP Sim

    Basically I have a 'liquid metal sphere' that floats up in zero gravity and starts to peel off using a flip solver and reveals the solid metal sphere underneath as everything peels away with a paint like viscosity. I have it all working EXCEPT for when the FLIP sphere and collider move upwards (because of the animation i want it to look like zero gravity) it leaves a trail behind it kinda like where it starts the sim, ' I want to have it all move upowards and then the gravity starts to peel off the 'paint' from the collider sphere Thanks for any suggestions also attached an example file ZeroG_test.hiplc
  3. 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
  4. Hi I'm testing renderman21.2,the pxrprimvar node can read variables in Houdini, but I can't do it in maya. here is my work flow: 1,in Houdini I create some attributes : rest, mynormal, myfloat. use attributerename node to RiName. 2,export abc file to maya. 3,use PxrPrimvar node in maya to read those variable, neither rest,Rest,myfloat,Myfloat works for me. any one can tell me how to do this please? thank you very much
  5. Hey guys, I have an alembic character with his eyes "spinning" - besides of this the character is static BUT it loses the eyes animation as soon as I make it a FEM. I like to have the static object being simulated but i really need the animated one to be embed. Here's some gifs to explain it better. I'd like to have the spinning on the second one. The scene file is attached, just in case Thanks, Alvaro FEM Animated.rar
  6. Cloth Simulation for Crowds

    Hello, Does anyone have a solution for creating dynamic cloth simulation for crowds? For instance, a crowd running with flag poles using a prop following the crowd agent layering method? If someone can accomplish a dynamic cloth asset with either .abc cache file or houdini cloth for crowds I would love to hear your technique. I have included: flagTest.abc (nCloth flag animation on pole), screenshot showing example method for using using .abc assets for crowds, tutorial for agent layering method for crowds, and tutorial for constraining houdini cloth. Can anyone manage to get flagTest.abc be used by the biped character 2 for Houdini crowds? Thanks! flagTest.abc
  7. NEW TUTORIAL: Alembic Vector Motion Blur Tutorial- A Houdini, Maya, Arnold and Fusion or Nuke Workflow Thanks for watching and Sharing! If you have any suggestion, please come them in! Thanks
  8. Hi guys I`m trying to export abc with my custom attribute(string type) from maya to houdini. But the string type attributs are not in channel box. how can I export its? how to keep those attributes stick on the geometry when I export or import it? There are one transform node with lots of shape nodes when I import abc into maya. how can I separate and classify this geo just like I export it before and keep my attributes still in there?(a model with lots of stuffs)
  9. Hey guys! I have been doing some testing on alembic delayed load primitives. I exported a sphere with two groups which has different material assignments for each group using the ROP Alembic output node. I imported them back in houdini and SOHO binds the materials perfectly. The material assignments for the groups work with delayed load primitives. But when I open the alembic archive and add this attribute manually and save it as a different file with all the objects and properties copied from the original file. The material assignments for the groups work only when I load the Houdini geometry. It doesn't work with alembic delayed load primitives. What am I doing wrong ? How exactly SOHO binds the materials ? I compared both abc files but I couldn't find any changes. I have attached the files for reference. Any help much appreciated. Thanks -J AlembicTest.tar.gz
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