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Found 204 results

  1. i have a problem with UVs , when i export an alembic file with UVs from houdini and open the cache in maya i only get the UVs for the first frame other frames lose the UVs but when i open the same file in blender UVs work just fine
  2. Hi folks, I have searched around, but similar questions are either unresolved or unanswered. Hopefully now in 2019 we have a simple solution to this simple issue. I have used the Extract Transform node in Houdini, which gave me the position and rotation of my object. Prior to that, I have simmed a Rigid Body object, and used this node to replace it with a higher-resolution version for my render. Now I wish to do the same in Maya. I have a high-res model of my rigid body, and it would be a waste to export each frame in alembic. It would be great to export a simple Null with a position and rotation attribute or something like that, and constraint my object to it in Maya. It sounds simple, but I can't do it. Attaching a ROP FBX or alembic to the ExtractTransform node produces the files, but they're just a locator without any attributes in Maya. How can I get this set-up to work, or what are the alternatives? Thank you.
  3. Hi. I have a alembic simulation from Houdini with 1000 objects. 1- 110 frames alembic files was 55gb its OK? 2- C4d is having a hard time reproducing it. Is there a way to bake the simulation or create some kind of proxy on C4D? Maybe the problem its from Houdini? Thanks.
  4. Is there a way to retime alembic instances? i would like to have an attribute on my points (before the copy to points sop) that sets the speed of the alembic animation and the frame it starts. is possible to use an agent setup? that has this functionality built in as far as i have seen..although my alembic file is very simple geometry - not a rig or anything like that. Any tips?
  5. Hi everyone, Can you please share your most efficient way of loading an alembic camera? I'm working with 2 alembic files (animated object and camera) and I'm trying to Object merge them in a new Geometry node so I can use the Timeshift node to offset their animations. I can see that it's working in the viewport(I'm seeing the camera and objects move at my specified time) , but I can't think of a way to look through the "camera" from the object merge. The goal is to control the time offset of many assets using 1 node. I guess I'm generally asking for the best practices while working with alembic cameras. I'm currently learning Houdini and I realize my questions can be disoriented,but any help would be appreciated, there's not much about alembic cameras in the documentation. Cheers!
  6. Hi Guys I have a Maya scene exported out as Alembic cache. It has a very fast moving characters and camera. I want to retime the cache and slow it down. It was easy to retime the characters with Timewarp but how do I retime the camera Please Help.Also what would be the best solution to sim fast moving objects Substeps or retiming the shot. Thanks
  7. Alembic particles to C4D

    I spent a fair bit of time trying to figure this out today so I figured I'd post a quick tutorial for posterity. The only other guides and info I could find were specific to getting pscale and Cd into C4d for Redshift. Nothing on orientation or other attributes generally. Long story short: - Unless your attribute is explicitly typed (i.e. Vector, Quaternion, Matrix instead of 3flt, 4flt, 9flt) C4d will read it as a float (or "Real") - Orientation is handled by the "Alignment" TP channel, so you need to convert your @orient to a matrix3 before export Hope this saves someone else some time.
  8. Hello Everyone! Let's have a pighead and animate it (rotation, scale or translation only, no deformation - this is important). Pack the primitive and store it as an Alembic with "Packed transform - Transform geometry". Then load the Alembic. My goal is to apply some deformation to the pighead - for example PolyReduce - after importing it from Alembic. However, this would apply PolyReduce to each frame separately and cost a lot of computational time. Even though the geometry is not changing from frame to frame, only it's transformation. Moreover, resulting Alembic would be "deforming" and not "transforming" anymore and the resulting file would be much bigger (1.4MB as opposed to the 200KB of original file). How would you go about this? Thank you! AlembicTransforming.hip
  9. Hey magicians, Been fighting with this for 2 days, I have a person + suit I did on Marvelous, and I want to attach some tubes on the back. Some people on facebook group suggested Rivet sop, as well as a tutorial with extracttransform + transformpieces, but I don't have luck. I also tried point deform but the geo distorts. When I tried Rivet on the cloth itself, it wiggles, I guess because of the folds moving, so I tried directly with the person inside, and works better, but still not good. I'm attaching some examples: This was the best result so far: T6a4mNQqS0.mp4 But gets fucked at the end: 2IwfUr3sMm.mp4 Any thoughts? Thanks!
  10. This might be more of a Maya question, but I have yet to find a Maya forum where one can find an answer within a year . . . . (Also, I've Googled aplenty and this question doesn't appear to have been asked since 2014.) I'm exporting an alembic of geo for use in Maya. I've made sure the Cd values are promoted to vertices so Maya can read them, but when I import it into Maya, on the first frame (1000.0) the colors are clearly there in the viewport, and in Mesh Display-->Color Set Editor Cd(RGBA) shows. The thing is, the minute I change frames it is gone, not appearing in the viewport, not showing up through Arnold's User Data Color, and not in the color set editor--even if I go back to frame 1000 it is gone. I've tried it both with and without "export vertex colors" checked in the Arnold tab on the shape node in Maya and even if it's just on frame 1000(.0) with the color set showing Arnold's user color node isn't seeing it (or piping it into the render, at least). If I bring the import back into Houdini it works great. What am I doing wrong?
  11. Hey guys, I hope everyone is doing well ! I'm trying to use the houdini alembic API. I want to extract point positions directly with API and store them in detail attribute. I juste need the positions for mathematical opreations and as I'll have to deal with dozens (possibly hundreds) of shapes with millions of points, I want to avoid drawing anything I don't need in the viewport that would end in slowing down the viewport drastically. I'm trying to use this code but I can't find the right name for positions. If someone as an idea, it would be greatly appreciated ! Thanks ! import _alembic_hom_extensions as abc filePath = '/path/to/alembic.abc' objectPath = '/hierarchy/to/myMeshShape' positions = abc.alembicArbGeometry(filePath, objectPath, 'P', 0) # result : ([], False, 'unknown')
  12. Lets say you use c4d and you instance an object into different particles (with random rotations for example). If then you export that instanced geometry as an alembic and import it in 3ds max you get geometry with world transformation information (each geometry instanced has its own rotate/scale/translate info). Is it possible to do the same in Houdini?
  13. KineFX Alembic export

    I have a simple scene with mixamo animation applied to a character, and added some point level animations (jiggle) however when i eventually try to export it with ROP alembic output, it crashes (the node is able to export any other regular animations without any problem though). The only node that seems to be able to export from kineFX is the ROP FBX character output (which doesn't export Point level animations) is this happening with everyone? does any one know a work around? thanks in advance D
  14. Export houdini to unreal engine

    Hello, people of OD force, I am a noob at Houdini only a year of experience with the software but I am having fun and enjoy learning it. Now I am doing a short film for university and I made a few different effects. I have accomplished the effects I wanted but the problem is I cannot seem to be able to export them, I tried, alembic, FBX and HDA but none of them works. I was planning on rendering on unreal so that's where I want import them but I can't figure it out how to do this. More info The effects I have done are two volumes sop and an rbd fracture. I believe I am doing something wrong with the fracture but the cloud man and the volumetric fog might be because they don't have any geometry but I am not sure. My option or best bet is try to work out hdas or just rebuild all the effects in unreal or Maya or even do them in compositing. This is why I need you people of the internet to help another human being out, please. I'll be leaving the hip files so you can check it out and understand the situation better : fog_effect.hip test_smoke_3.hip fracture_judgement_export.hip and the files I am using in the scenes needed files.rar All your wisdom is appreciated Thank you Juanandonly
  15. Hello there ! So, I'm currently working out how to add a fur system to an animated alembic file imported (animated in) Maya. This is to debunk the workflow we'll be using on my graduation project, and all rigging and animation will be done on Maya, but grooming (including sim) on Houdini. So far, I've got a basic boucing sphere to test things out exported from Maya both as a simple .OBJ for the static mesh, and an animated .abc (alembic) of the same sphere. The setup seems to be "working", but somehow, the hairgen and deformer both seems to generate on each individual faces of the animated sphere, when it doesn't on the static mesh. Is there something specific to do with an imported alembic for the hair system to work properly with it ? I would appreciate any advice ! Thanks.
  16. I very much enjoy the convenience of the "Alembic Group" node and would like to bring that to an FBX (File node) pipeline. Alembic Group's hierarchy selection seems to be based on a writeable string primitive intrinsic called "abcobjectpath." When importing an FBX using a File node, it comes with path attributes that can be used with Alembic Group but ONLY if I can somehow copy them as a prim intrinsic called "abcobjectpath." Is there any way of creating an arbitrary prim intrinsic out of nothing?
  17. Hello everyone! I'm programmer starting in Houdini 17.5 and it's very confusing to me. I'm familiar with hadoop/spark, which is kind of similar to TOP. But boy, is TOP confusing to me! What I want to achieve: I a have geometry node dependent on time (for each frame, it loads Alembic from file sequence, processes it and stores again alembic). I'd like to parallelize this (the frames are independent). Local scheduler is fine (I have many cores on single machine and a lot of memory to spare). My tactics for achieving that: Create a TOP network: Wedge over frames to create work item for each frame Run geometry import with Frame = work item frame Run ROP Alembic Output for each work item The problem starts in step 1, where I do not know how to generate work items with different frames. In other words, I want to wedge across frames but cannot. I've tried to change the attribute to "pdg_frame", but the frame was still 0: Additional questions on TOPs: How do I debug which attributes are on work items? If I wedge across "MyAttribute", I cannot see it anywhere (info, task graph table), but if I export it as CSV Output, I can see it exists. Thank you all for your time!
  18. Houdini fire timing is off

    I have been banging my head on my keyboard for a bit on this one. I have exported an alembic file consisting of an object that bounces up and down. I then export that object to Houdini where I perform a very basic fire simulation on the object. I then export the fire sequence out as a vdb where I import it into Cinema 4D and display the vdb with Octane render. Everything looks great the only problem is the fire object moves faster than the initial object. This should not be possible considering the fire's position is based on the position of the object. Does anybody have any suggestions on how I can fix this? *Both alembic, Cinema 4D, and Houdini files are all based on 24 frame rate
  19. HI, I've been working in houdini for 3 months I made my first model using boolean and it is very cool, yet now I am banging my head trying to export an alembic animation with the layers separated to be imported in c4d for rendering. I read I need to add code using wrangles to be able to separate the paths that alembic understand and take into account the ptnum etc - this is just so complex. Why is it so difficult to export layers? is there a work around ? like maybe using hda? or a node that makes automatic paths?
  20. Hi, this is my first post, sorry in advance if I get something wrong. So I have an alembic file which comes from a nCloth simulation in Maya where I used a tearable constrain to break the cloth and a transform constrain to pull it in one direction. I imported the alembic in Houdini to polish and refine it. I also used a transform node with $XMAX in the pivot transform to scale the whole thing after the simulation is finished (since it needs to scale to 0 after the simulation is over). Now onto my question, how can I keep the pivot (found with $XMAX) at the centre of the world at every frame? so that the simulation appears to "start and grow" from the pivot itself? In the .hip file you will see two transform nodes ad the end, in the first one I used the $XMAX to scale from one end and achieve the "disappear effect", the second transform just has $XMAX because I was testing how to do it. I attached my .hip file but unfortunately, the alembic is too heavy for my internet connection (which is really bad), sorry about that.. Thank you in advance for you time ballon_alembic_cleanup.hipnc
  21. Hey guys! I require help dealing with packed alembic within houdini 17.5/18. I have a heavy geo but im getting an issue with textures not showing properly unless unpacking but unpacking causes scene to be extremely heavy. So is it possible to keep it a delayed packed primitive and unpack only the uv attribute to maintain the scene being lighter and yet allows the unpack uv to be read within renderman for houdini. Any thoughts?
  22. Hi. I want to export my houdini simulation to cinema4d R20, but reading of it is too slow.In this example, the file is less than 1G and the polygon is less than 1M, but C4D takes more than 10 minutes to load it. On the other hand, Houdini takes about 20 seconds including unpack (convert to geometry instead of instance). all alembic file pattern (Houdini default,HDF5,Ogawa) and ShapeNode method (Deform and Transform) has same problem. Please give me any solution or idea for c4d pipeline. https://drive.google.com/open?id=1b8rN7RytybgCi_oUepXa9JK92iDOja0M Ogawa My Cinema4d is R20.059 Studio Houdini is H17.5.360
  23. Hey All! Currently I'm almost a month in now, trying to accomplish something inside houdini as a complete newbie. I was hoping there would be someone out here that has the knowledge to help me out a bit. Every tip is a helpful one for me at this stage entering the amazing world of houdini! So this is what I'm trying to accomplish. I'm trying to simulate a logo inside a big bath full of chocolate that slowly sinks down and drowns in the thick, viscous fluid. I got everything set up with an ocean source, narrow band particle sim and got everything cached. It looks pretty fine, until I continue to the meshing part. I've already spent quite some time trying to get to know the particle meshing tools inside of houdini, and for this case the best one turns out to be the workflow using the VDB toolset (since It gives me the most flicker free results). It get's pretty smooth as well, and I can give it a final smooth using a normals node, followed by a attribute blur that blurs out the point normals. Now comes the part where I'm getting stuck: I'd like to export this to another 3D application. In this case Cinema 4D. But unfortunately, I can't seem to figure out a way to transfer over these smoothed normals to an alembic file. What could I do to render out the pretty result in cinema, like I'm getting in houdini? Thanks a bunch in advance guys! I already learned A LOT from all the crazy talented people on this forum, so thanks a ton for that already. Stay safe,
  24. Hi all, Excuse my lack of understanding, however I have attempted to google with no avail. I have an alembic file that I've imported however I cannot for the life of me work out how to assign/apply a material to it - using the material node doesn't work. I've read about unpacking or converting the alembic but this doesn't alter what I'm seeing on the render. There must be a simple solution? If it helps, I'm using Houdini 17.5.173 and Redshift 2.6.41. ~ If anyone has some ideas please comment! Thanks
  25. Hi folks, I'm trying to find a tidy way to export a camera as an alembic using a ROP so that we can use it inside Nuke. At the moment I've already tried: just putting the camera into my alembic ROP like normal geo object_merge the camera so that it's inside a geo node, then putting that into the alembic ROP Neither of these methods produce something I can open in Nuke. I know I can use the File>export method (and that *does* work with this camera), but I'm building a library which needs to use and export lots of cameras and would like something that I can set up as part of my HDAs rather than manually doing each one (ugh) Thanks!
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