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Delda

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About Delda

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  • Name
    Linda Lee
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    Montreal
  1. [REDSHIFT]FBX Import Helper

    I did as you said, creating a texture folder named 'Oratory' in the same folder where the hip file is saved. Then I double checked -- For the absolute version (no matter opting for Keep Absolute or Convert to Relative), the texture path in the RS Texture filename field after running the script is something like this: Z:\Groupes-cours\NAND211-H19-N01\Partage\Hyperbolic-Space\PROJETS_3D\HOUDINI\Oratory.fbm/texture19.jpg The script created a folder /Oratory.fbm on my drive which contains the texture maps. Notice that their names no longer start with _auto_. The slash after the folder /Oratory.fbm is a backslash whereas those after this folder are forward slashes. I guess this is because I am running Houdini on Windows 10. I changed a number of backslash to forward slash, but still could not see any texture being rendered by Redshift. As for the relative version, the Filename is of the form Oratory/_auto_52.jpg, but when I clicked on the arrow next to the path, it sometimes points to the correct /Oratory folder, some other times it points to a non-existing folder whose name is of the form: Z:/Groupes-cours/NAND211-H19-N01/Partage/Hyperbolic-Space/PROJETS_3D/HOUDINI/Oratory/Oratory/Oratory The number of times the string /Oratory repeats varies. For this version of FBX, Redshift failed to render the textures too. I guess not having the second material node with the pink render flag is what makes Redshift incapable of loading materials properly, yet I cannot think of any reason why the script should generate it for you but not for me ... I am running the Education Edition of Houdini 17.0459 and Redshift with educational license on Windows 10 in school. At home I have Houdini Apprentice 17.5.229 and Redshift demo on Mac OS 10.14.4. Each time I run the script, an error message always pops up, saying: Traceback (most recent call last): File "FBX importer", line 235, in <module> File "FBX importer", line 211, in groupByFBXMaterials File "FBX importer", line 16, in createRedshiftImageMapMaterial File "/Applications/Houdini/Houdini17.5.229/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/python2.7libs/houpythonportion/ui.py", line 850, in decorator return func(*args, **kwargs) File "/Applications/Houdini/Houdini17.5.229/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/python2.7libs/hou.py", line 8510, in createNode return _hou.Node_createNode(*args, **kwargs) OperationFailed: The attempted operation failed. Invalid node type name
  2. [REDSHIFT]FBX Import Helper

    I retried again but could not get the result you said. I wonder whether this has something to do with the path being relative or absolute. In fact, the model is originally made in SketchUp which you can download from the following webpage. When exporting to FBX using SketchUp, the process created relative path that Houdini fails to interpret correctly. (However, the textures of the exported FBX could be rendered properly in Maya.) https://3dwarehouse.sketchup.com/model/1efbe858d6b4680c63995fb119e59971/St-Josephs-Oratory-Montreal After a bit of research on the internet, I found out a solution that is to open the Sketup file in 3dsMax and export it as FBX. 3dsMax creates absolute path for the textures that can be read properly by Houdini. So I have two versions of FBX of the same model, the one I tried yesterday was the one with absolute path exported from 3dsMax. When importing FBX into Houdini, there are two options under File Path: Keep Absolute or Convert to Relative. I tried both options with my two FBXs. No matter what version and what option I selected, the result is always the same: The script generated materials in /shop, but no second material node with PINK render flag in the geometry. I have also tried exporting an OBJ instead and running your scripts 'MTL to Redshift Material', which did generate materials in /shop but the textures are not applied in the Redshift renderer. Your script 'Rewrite OBJ and MTL files' did nothing as all the texture names start with _auto_. This does not seem to be a naming issue with 3dsMax. I herewith attatch the two FBXs I have. Can it be an issue with the model itself? Thank you Atom for your prompt reply! It is much appreciated. Oratory_absolute.fbx Oratory_relative.fbx
  3. [REDSHIFT]FBX Import Helper

    Hello Atom, First of all, thank you for your script! I tried it and but could not get it to work properly. I imported an FBX into Houdini 17, and ran the script. When diving inside the FBX subnet and then inside one of the geometry objects, I could see a new material node being added to the end of the network. The script also generated a buntch of Redshift Network at the /shop level. However, when I tried to render it using Redshift, the materials are completely missing. Can you tell what I did wrong? I herewith attach the hip file if you feel inclined to examine it. Thanks again! Test_FBX.hipnc
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