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Found 126 results

  1. Hello, I have a feeling this is a common issue, but its a bit hard to explain / search for a solution. I've imported an animated alembic file, used unpack to get the points and put it through a trail node to get the point velocities, the problem is that the point count changes as some of the objects "disappear", so you get brief flicks of extreme velocity as the point IDs shuffle, I am curious about the method(s) for dealing with this problem.. Thank you
  2. Alembic export

    Hi there, I have a problem exporting an .abc into C4D. I always did the same workflow: Simulation/ROP alembic output driver(bgeo)/File (load the .bgeo)/ROP Alembic export/Open in C4D/work like a charm. But recently i've changed my computer and for the first time I tried to do and animation and make an alembic, doesn't work I tried a lot of things and I'm desperate right now, but I think somehow when I export .abc don't concatenate all the files and when I open it on Cinema, it only read the first frame. You guys know what I mean? Is not a problem of Cinema (I open and old .abc file already and works great) I use : Houdini Indie 16.5.473 Cinema 4D R19 I share the file with you guys, thank you in advance. Appreciated the help. cuadradro__boole.obj Flujo_indie.hiplc
  3. Hi there, I'm trying to stick points on an animated alembic without the points moving all over the place. At the moment I've got my alembic attached to a vdbfrompolygons to scatter. How can I make sure that these points will follow the alembic geometry? (the polycount doesn't change while animating) Thank you for your time and help. (I've attached an alembic file) AlembicTestFile.abc
  4. Hi ! I have some problem with export :S I imported alembic file from C4D to Houdini and simulate some props. then, I cached that simulation and export with ROP Alembic Output node. and when I import that abc file at C4D, All textures gone T_T Where Do I have to add Rest position and UV texture nodes ?? It is too difficult to me Help me ! I set up my nodes like this. Imported alembic file -> blast props -> unpack each prop, add rest position and uv texture node -> pack -> simulation(DOPNET) -> file cache -> convert node (If I didn't add this node, Houdini get fatal errors) -> ROP Alembic Output. At the pack level, I added ROP Alembic Output and export it for test. and It works ! but when I finished simulation and cache it, use convert node and ROP Alembic Output nodes. Its Textures are gone T_T How Could I do ?
  5. Hello, today I am facing very difficult problem, maybe you could help me in this struggle. Scenario looks like this: I received animated tree exported from SpeedTree as an alembic file. Now in Houdini it looks like wind is moving leaves which is perfect. The problem is I would like to collide with the leaves with RBD objects which are bouncing around my scene. I would like to keep my “wind” animation on a tree but make the tree responsive to any objects that may collide with it and make it so the leaves would bend on collision. Is it possible ? If so what would be the way to achieve such effect. Have a nice day and thank you for your input in advance. P.
  6. Hi there! I would like to render my water sim and whitewater in c4d to integrate it with an animated scene. I got two questions. 1. I was wondering what a good workflow is to render the simulation out over to c4d, are alembics still the best way to do this or is houdini engine faster or are there other ways? my 7 million points seem to be very very heavy for c4d in alembic... 2. How do I render out the whitewater correctly in c4d (octane render) does this need to be GEO or particles for rendering? and also how do I get that nice lifespan on it too. Thank you for taking the time to help me out! Cheers!
  7. Hi all, I have a hard-surface vehicle animation coming into houdini via alembic (no deformations). The vehicle needs to be fractured for a RBD sim. The first frame of the alembic is the vehicle in its rest position. This is where the fracturing is done and the constraints are setup. Now, how would I apply the animation in the alembic onto the fractured pieces? The transform pieces SOP only gives me translation. I guess there needs to be some wrangling with intrinsics happening? I attached a simplified scene with an alembic, maybe somebody can take a look! Thank y'all! cube.anim.v3.abc transform.frags.w.alembic.hipnc
  8. Export Points to maya 2017

    Hi, I looking for a way to export points/particles from houdini to maya. Houdini 16.5, Maya 2017. I've tried exporting in alembic, importing in maya with exocortex, but nothing work. Houdini digital asset is not a solution for me (render farm, licenses ...). Any solution ? Thanks a lot
  9. Hi all! I have alembic file from Maya and something wrong with it. If I rotate it in SOP context with attribute wrangle node or transform node rotation is okay, but if I rotate the same geometry in DOP it fluttering as if pivot is offset. I think it is on the Maya side not Houdini. The question is is it possible to fix it in Houdini? Or only to take back in Maya? I tried in Maya though but I didn't find a way to fix this geometry for proper work in DOP. abc_test.rar
  10. Hi, I have a complex model came from Maya in alembic format. It has several UVs and many parts are shadered in houdini. I'm talking about few dozens of Material nodes in Materials and Shop. Is there a way to change the alembic without the need of reassigning all the material nodes? A solution would be much appreciated
  11. Getting random flashes of rectangle geometry after rendering Alembic sequence to disk from Houdini 16.5, see below: Would it help to share all of my FLIP, fluid particle, static object node attributes or is this a familiar problem people have run into before?
  12. New Houdini Noob here again, question about changing framerate for Alembic output to C4D. Was successfully able to render to disk an .abc sequence, which according to the C4D Alembic dialog box imports at 24fps. There's an option to change this frame rate in the C4D import, but going frame by frame shows it just repeats frames in the typical pulldown pattern for 60fps, for example. Is there a way to change the framerate output of the fluid sim in Houdini? Either that or perhaps a Time scale property in the fluid sim node that lets the simulation run at half speed without changing its physics?
  13. Hi All, It's quite old and well-debated problem, and I followed most of the techniques available on the net, but didn't find the answer. So Please forgive if asking this again annoys anyone. When exporting changing topology from Houdini to Maya, Arnold doesn't read MB data. Is there any way to make it work without SOUP. An example file for export setup would be a great help. Thanks
  14. Hi, apologies if this has been asked before but I couldn't find an answer. I've done a crowd simulation in Houdini but now need to export to alembic so I can bring it into C4D as a necessity due to my company's pipeline. I've unpacked the agent primitives and had to run through a polyreduce node to create a sensible alembic, but I've lost all the UVs along the way. I'm pretty new to Houdini, please could I have some guidance on how I can export the alembic with the original UVs please? Many thanks!
  15. Hi everyone, I'm a bit confused right now because I have a weird issue on my Houdini when I work on Alembic. I have some huge (not that huge, but still) models in Alembic format and I want to do VFX stuff on it. But I can't have a proper feedback on my viewport when I do some operations on it. As you can see on the gif capture, the color does not appear in the viewport, but if I save the scene, and open it again, the color appears. I checked my graphic cards driver (I have a GTX 970), and everything's on date, and I'm on Houdini 16.0.621. Is there a solution ? Thanks in advance, Gael. EDIT : Even if I launch Houdini as Administrator, the bug still appears. I need help :<
  16. I've unpacked the geo and converted it, When I try to selected and delete or group the polys I get the error "Attempt to access and object that no longer exists in Houdini" is there a way to delete individual polygons or groups? Thanks
  17. hey all, I'm trying to cache out some geos using alembic rop output driver to let them go to maya, it works but I'm having issues customizing the name of geos to get them right in maya for instance, in a situation like the image attached, I'd like to have an alembic that contains 3 mesh, each of them with the name "box" "sphere" and "torus" , instead I have a single mesh with the name of the geometry node cheers!
  18. Hi, during the work with my maya alembic reader, I discovered a problem with alembic files written by houdini. Obviously Houdini exports an additional point geometry together with my mesh. If I load the alembic in Maya, I get a mesh shape and a particle shape. In houdini I can see two packed objects in the alembic sop. This only happens in certain situations. e.g. if I create a box and deform it, only one packed object is created in the alebic export. Only if I export my flip mesh an additional packed point geometry is exported and I get a warning in the exporter: "Renaming node to /geo1/file3_1 to resolve collision". Does anyone know what's going on here? It seems not to be a new phenomenon, it happens the same way with H16.
  19. Arnesen Cubes in Houdini

    Christian Arnesen did an awesome piece of animation with MASH, and I wanted to replicate it in Houdini: Here is the breakdown of 3 techniques for doing so, using Alembic caches, Copy Stamping, and VEX (file is attached below or at the link): Hope it's helpful! arnesen_cubes_in_houdini.zip
  20. Hi All, In Houdini 16.5 Alembic rop export, the build hierarchy from attribute behave differently now. In the past, I need to pass a proper hierarchy naming ie: /group1/geo1/geo1Shape and all the transforms will be stored in geo1 and loaded as expected in Maya. Now when I do exactly that, this is the hierarchy I got in Maya: /group1/geo1/geo1_instance1/geo1Shape Where all the transforms are stored in geo1_instance1. In a way it's good to catch any shape nodes that is not exported with its parent transform in path attribute. Is there any way to make the old way work? How do I control the "_instance" naming part in path attribute? I would like to output the hierarchy EXACTLY like how I set it up in the first place. Thanks
  21. Hello, problem how can I use the imported vertex color of cached particles in Houdini with a cloner in Cinema 4D? Story I simulated and cached simple particles in Houdini and imported in Cinema4D by alembic format. They have colors according some rules created in Houdini, in the end, it's just plain Cd. If I select particle when importing, I see no particles in viewport, so I switched to polygons. When I use a cloner to clone a sphere for every vertex, I expect the sphere to have the same color of vertex, like you normally have with a copy node, instead the sphere has no color if not the one of the shader. I know, I already asked in an other forum about this problem more about Cinema 4D than Houdini, with no success, it seems to me it's not straightforward like in Houdini, of course, with all the respect to Cinema 4D, fantastic program, and its community, but I was wondering if someone had the same problem and found a solution. Thank you in advance.
  22. 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.
  23. Hey there, I put together this dynamic fracturing following a tutorial. When I append a rop to export .abc, just the glue constraints splines get transferred, but not the geometry. Maybe the groups are not transferring correctly through the hierarchy? Can't figure out what I am missing. #n00b Thanks in advance. Here's the animated .abc I am using and attached is the .hip. breakdance.hip
  24. 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?
  25. 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.