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Found 39 results

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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?
  6. 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
  7. 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
  8. 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!
  9. 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?
  10. 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
  11. 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
  12. 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!
  13. 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.
  14. 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.
  15. 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?
  16. 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
  17. i simlated a fracture animation ,then i wanted to export it to maya ,but i found no uv in the alembic file. even though i read the abc file by alembic node , there is no uv too.the model has uv in houdini file. plz help forgive my poor english ,hope you guys could understand it
  18. Hello guys, I'm having a problem with my project. I have a destruction made in Houdini that I want to export to Maya. This is because it needs to be rendered in Maya. I am using an apprentice version of Houdini, because of this version a lot of export methods can't be used. The best chance I have is with OBJ sequence in my opinion. But when I write an OBJ sequence in Houdini and then export it (as a single file with file>import for testing purpose) to Maya it gives me the following error: / Error: line 0: OBJ file line 236743: index out of range for face creation. // I am using packed geo most of the time. If I unpack the geo and then export it, it still isn't working. Attached is the OBJ that gives this error. I wrote it with a file node. The file node is attached to the Dopimport node with "fetch geometry from DOPnetwork" chosen as an option. Also tried polydoctor but it gives me no errors. Can someone help me out? Thanks in advance! Aram objexporttest unpacked.rar
  19. Helloı everybody... I was working on one project so i have an animated object and it is colorful like black, red, orange and yellow. I need that object's color map because i must give emission to that animated object and black parts must stay black and color parts must be emissional u know what i am saying.... If i can create a sequenced map, i can give that map to emission of course but problem is how i can create a sequence color map? Anybody has an idea? So, i tried few methods liek disp map or something like that but that gives me black and white, or just one color map. I need to export whole colors! Thanx for help. Peace
  20. So I setup an easy Particle system on Houdini, and when I try to Alembic it doesn't works, just FBX does. Can anyone please make an easy Houdini file with all setup for Alembic ROP a particle system?, so I can see whats the diference between it and mine. (I cant share mine because the source is a Bgeo sequence of 360 files) Im on H12 and trying to export alembic to Maya 2013 x64
  21. Hi guys, I'm trying to export some particles with instance to alembic, but when I render this alembic in Maya the motion blur is wrong, the same alembic in Houdini the motion blur is OK. I have a feeling that in Maya each torus is looking at the center of the world. thanks, Eric testParticlesInstanceABCexport3.hip
  22. 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
  23. Hi Everyone, I am doing sand like particles in Houdini and need to render it in 3ds max using v-ray. Can anybody give me some hints as to how I should go about bringing thousands of particles into 3ds max effectively? At the moment I am thinking of exporting to .abc (using alembic crate exporter) and then applying spheres to my points using frost. Would that be the way you do it? Or maybe I should output .bin from houdini. Could someone link me with a stable version of this rop? Should I use the realflow one? Is there any way to "cheat" and increase density in max? sort of like how you would use partitions with a slight offset when dealing with krakatoa. Just trying to think of the right way to get this many particles to go smooth on my machine. I saw this example online and its similar to what I am doing and rendered in 3ds max. Thanks a lot Fred
  24. I'm breaking some cone twist constraints in a sop solver (by placing them in the broken group) and I would like to use these constraints to then emit debris and dust. So my question is how can I export the constraints out along with my geometry to be used later? And is that the best method for emitting debris etc.?