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Found 102 results

  1. Hello all, I'm trying to get Motion blur from a flip fluid sim that I Export from houdini and I Import in Cinema 4d. After researching I came to the conclusion that I could probably achieve that with the subframe cache workflow. Can someone please clarify this workflow to me ? thanx, Ioannis.
  2. 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
  3. 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
  4. Hi, I created a few assets in Maya PaintFX, and exported them as an alembic cache, the have animation of 100 frames. I would like to repeat those animations and loop them (or maybe even reverse loop them) or overlap the animation, as you would do in Maya. Houdini does not have animation options in alembic file, so how would you loop said animation? Thanks!
  5. Hey, guys! I'm a bit flummoxed as I've been exporting Alembic files from Houdini to use in 3D Studio Max for a while with no issues. But I've been struggling with a particular file all afternoon that's causing Max to crash. I've dealt with alembic files at least twice as large as the one in Max without any issue, so I doubt it's a size issue. I pulled the file back into Houdini and had no issues with the file in Houdini. I've tried both Ogawa and HDF5 formats. I've tried it on a couple different computers with the same results of Max crashing. It crashes when it gets about half way through both playback of the alembic as well as trying to export a Vray proxy mesh. Now, the effect in question does rely heavily on a boolean opperation from houdini to basically dissolve away a mesh, so could this have something to do with it? Any ideas?
  6. So I have an odd problem I haven't been able to figure out yet. I have a Synology DS716+II NAS raid and using it as a shared drive so I can use HQueue to render jobs on other machines. That all works fine to render on the farm, however when I write alembic data to the NAS, I get an error everytime I try to read it back into Houdini or into maya. If I write the exact same alembic data to a local drive on my computer, then there are no read errors. And this seems to only happen with alembic and fbx data. I can write hip files and bgeo's all day to the network drive and everything reads fine, just alembic and fbx data that fails when trying to read it back from the Network drive. Does this make sense to anyone.? I would think if this was a firewall problem or permissions type thing, then no data should read or write to the NAS. The exact error I get when trying to read alembic data back into Houdini from the network drive is "Error evaluating alembic file". ANy help would be appreciated. Thanks E
  7. Hi everyone ! I need help for a project that I need to finish before next week, I have created a crack propagation (with VDB) on a simple geometry in Houdini, but unfortunately when I play the animation of the alembic exported file in Maya it makes crash the application… A workflow is described by Wayne Hollingsworth from gnomon here https://www.youtube.com/watch?v=RHLDS3SrZfs&t=3025s between 1:02:50 and 1:05:00 but once in Maya he uses Vray proxy import instead standard import to keep UVs. I share with you my houdini file (hiplc, h16), the alembic file size generated in houdini is under 100Mo As I am pretty new to houdini there are maybe some mistakes, if you see something wrong or if you have an idea to solve the problem, tell me thank you very much ! Alexandre calcification_v2.hiplc
  8. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  9. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  10. Hi Is there any way to export and import a sting Attribute from Maya -> Houdini and Houdini -> Maya from a transformNode, (not from the shapeNode) via alembic ?
  11. 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
  12. Hi, Case: I import a car (alembic format) into Houdini. The car's door is closed and consists of many geometries. All these geometries are located under one specific transform node in the alembic hierarchy. This transform node's pivot is placed properly in order to just rotate the door open. But I can't for the life of me figure out how to just "grab" this transform in Houdini and rotate it in order to open the car's door. I have imported the alembic ("alembic" SOP). I'm choosing "Create primitives for Shape and Transform nodes" and "Primitive groups: Name group using Transform Node full path". I can now create a "transform" SOP directly after the "alembic" SOP and move around geometries. In the translate node's "Group" dropdown menu I can see all the transform nodes from the alembic. But when I select one and then translate it, nothing happens. It works fine to select a geometry instead and move that. But I need the transform which holds all the geometries. How can this be done? I can also select all individual geometries which are part of the door by defining the transform's Group: @path=="*door_left*". However, now I need to somehow fix the fact that the pivot is not where I intended it to be. I can see a red/green/blue axis marker in the scene view exactly where the pivot should be. Can I somehow snap the pivot to it? Any ideas? I need to move and rig a lot of stuff based on the alembic's transform nodes so this isn't just this single car door that I need to apply this to... PS. I don't want to use "alembic archive" and insert null nodes into the network (which can then be translated). First off the pivot will be off and second; these nulls will be deleted when I reload the alembic.
  13. 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
  14. Hi! did anyone experience the same issue? I imported an Alembic file with different face IDs to Houdini. But when I export it back via Alembic just for testing the ID grouping is basically right, but they don't have the correct order/ID… , they are randomly distributed. I cannot see any pattern. It's neither alphabetically nor based on face count. My node tree consists of: Alembic Import Node –> ROP Alembic Output. On the left side you see the original mesh with correct Material ID order and on the right side the imported Mesh with the wrong material order. Does anyone has a solution for this? Thanks in advance!
  15. Hi, I got an animation from mixamo.com in fbx... used c4d to export out an abc - this file opens fine back in c4d. But doesn't show any geometry inside houdini. Is there something I am missing/ doing something wrong? If this won't work does anyone know a convenient way to get mixamo animation inside houdini? Thanks d.
  16. Hi, I have a rigid body simulation of a few thousend parts. I export the geometry from maya, simulate in Houdini and bring it back to maya. Of course all shaders are gone and I have to reassign the shaders to the simulated geometry. Unfortunately the imported parts are all named with the pattern: <rop alembic input node>_packed<somenumber> e.g. attributeDelete1_packed1618 It would help a lot if I could keep the object names because with valid names I could simply reassign the shaders. Does anyone know a way to keep the names if I import an alembic from Houdini back into maya?
  17. Sup guys, anybody knows how to read houdini color attributes in octane for c4d? I tried exporting as alembic, that gave me a vertex color tag wich I plug into a vertex map on a material, but isn't working, the native c4d render seems to load it, any tips on this? Thanks!
  18. Hello, I have an issue, I'm trying to make voronoi fracture on alembic. The effects that i look for is to make this fracture shaped like wood beam. I tried to use attribute interpolate to scatter points on surface. It almost works but if I scale this voroni fracture before and after, some pieces are moving. (netbox1 side of geo) I also cant use voronoi fracture point.(netbox2). And the last idea is to use clothe deforme. But it doesnt work. My animation is freezed. Idea form this topic http://forums.odforce.net/topic/17532-alembic-fracture/ deformedAlem.abc beamFracture_abc.hipnc
  19. hey everyone - can anyone help me with this please? I've watched numerous tutorials on FEM online and i've gone through numerous threads on here but i'm simply having no luck. I'm trying to get an animated character i've exported from maya into houdini and attach a FEM solution to it. Using the follow target constraint i can attach the FEM mesh to the animated one but no matter what i try and do i just end up with a mesh either falling to the floor or (as in my attached scene) just 'hanging' off the static mesh. I'm really lost here i've been banging my head at the wall for 2 weeks trying to suss this out. I've followed scene files by half a dozen guys off vimeo with scene files attached but nobody seems to have a scene file i can look at that involves an animated alembic cache. Can anyone take a look at my scene please and help me with where i've gone wrong? thanks anthony hou_alembic_char_FEM_flesh_v02.zip
  20. hey guys this is more of a general question so feel free to throw your comments in... so i have a character i've animated in maya - i wanted to get this into houdini and try and do some subtle muscle jiggle and muscle bulge/tensing on the animated mesh. so my initial thoughts were - export out the alembic then try and run it through f.e.m system - doesn't really bring much except jiggle & looseness - a little similar to a grains setup (there is a h15 masterclass on yt where a guy does something similar with piggyhead) so after that my thoughts are now leaning to this: 1 export out the basepose character/skel as fbx from maya 2 export out the anim as fbx 3 in hou - fasten muscles to those joints, paint in some weights and things to provide the muscle bulge/defo in the right areas - mainly pecs and arms for my test 4 attach the anim to the fbx character skel i've imported and fastened the muscles to 5 sim 6 export alembic out back to maya this is my total noobness approach and thought process - its probably massively overconvoluted but i would love to get some feedback on how this is done in feature films - i know there's a ton of propietary tricks and tech but any advice for a homebrew maya-->hou-->maya pipeline would be ace. Also any tricks instead of muscles - do chops do a good job or is there other tricks i can use?
  21. 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
  22. 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?
  23. hi all i dont know whats goin on here i've been trying for a couple hours now and to no avail. I have my crowd sim... i then unpack connectivity partition convert clean then finally alembic rop with $F in the filename so "mycrowd.$F.abc" now i simply cant figure out how to get the crowd out to maya as separate items. I've searched all over SESI and watched a video on vimeo and it still wont play ball can anyone advise me what i'm doing wrong here? It comes into maya just fine as one solid mesh but it'd be nice to be able to turn off the few idiotic agents ruining it for the rest of the otherwise nice sim thanks ant
  24. hi everyone got a little problem here - i've setup a ragdoll system for my crowd... i've animated a door in maya that opens up and that was exported from maya via alembic. the prob is as the characters run towards the door they sort of collide around a bounding box and i cant figure out why? has anyone encountered this? Its really pickling my head - they are clearly hitting a bounding box of the opening doors I'm afraid i cant send a scene either anyone any ideas? thanks ant
  25. hi,secondary broken geometry through the abc to maya no uv. Many days can not find the reason. please help me. The first broken,normal. The second break.not uv. Fbx will appear triangles. The obj sequence has no path information. Abc is not very stable. What should i do?