Jump to content

Search the Community

Showing results for tags 'Alembic'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 216 results

  1. Hi, I am trying to reduce polygons on my animation in the most efficient way possible, I want it to function in a way that makes it possible to read in alembic files, get their intrinsic values and reduce the geometry on the animation. I tried it with intrinsic values but I am not getting it to work very well.. That's why I am hoping that some brilliant person out there would be able to help me out. Can anyone help me with this problem or know about a better way? I have attached a file. Intrinsic Alembic.hip
  2. Hey all, I have some geo based lava where im throwing the @uv through a solver offsetting the v value so it appears to flow. I'm trying to bring this into cinema, but the uv's seem to be static. When I re import the alembic into houdini, everything is animated and working. Anyone ever run into this? @uv is on vertex and shows up in cinema, just not animated. Thanks for any help in advance! untitled.mp4
  3. Found an annoying problem recently in regards to rendering .ass files with instanced packed alembics. So the basic set up is packed alembic geometries being sent through a "Copy to Points" sop and are packed and instanced. These are then being manipulated a bit, and then being sent through an Arnold ROP to export a .ass file. These .ass files are then being sent to Maya to render and they have rendered great. The issue I have discovered is after I pack and instance my packed alembics. I added a little processing to the "transform" prim intrinsic to give the instances a little rotation and scale the instance from 0 to 1. Rotating the instances through the "transform" prim intrinsic works great and renders fine. However, scaling the "transform" prim intrinsic matrix causes the render to send the instances to go all over the place randomly. The Houdini viewport shows the instances scaling correctly, but after exporting the .ass and rendering in Maya the instances go all over the place randomly. This is all I am doing to scale the instances. f@grow is just an animated attribute to drive the scaling of the instances. matrix3 transform = primintrinsic(0,"transform",@primnum); matrix3 scaleMatrix = ident(); scale(scaleMatrix,set(f@grow,f@grow,f@grow)); setprimintrinsic(0,"transform",@primnum,transform*scaleMatrix); Does anyone have any experience with this? I cant upload a file just yet because its a work thing, but its possible I can recreate it. This is really driving me crazy so any suggestions would be great to just try something fresh!
  4. Hi everyone! I am doing a fluid simulation in houdini that I then want to export in blender. I already achieved something, but I think I am in need of a couple of advices and I hope someone can help me here. This is the result so far after I exported all the elements in blender: VA_WaveTest_Houdini_002.mp4 Question1: how do I export whitewater separating spray from the foam and the bubbles? I am exporting whitewater using alembic to blender and it works great... However at the moment it's all in the same file, foam, bubbles and spray. While the former two I think can be rendered together, I would like to have the spray on a separate alembic or even better VDB so I can render it as a volume. How can I do so? Here you can see my current setup... I see that in the whitewater_IMPORT node group houdini extract some volume info from the whitewater particles so I tried to export those as a VDB but once I imported in blender I think that ALL the whitewater has been exported in the VDB not only the spray. I guess I would have to isolate some part of the whitewater based on some attribute, but I am a bit lost here... Can anyone give me a hand please? Question2: Is there a way to automate all the steps of the simulation caching process? So far I've been doing R&D but when the time for the final simulation come I would like to automate a bit the baking process. At the moment I cache in sequence: flip sim, whitewater sim, mesh and then I export the mesh and the white water to VDB. I would like to know if I can create some kind of BATCH of those actions so that I can leave the computer to crunch overnight and it will automatically start the next step after finishing baking the previous one. Thanks everyone for any help in advance!
  5. Hey All, I have a stadium which ive generated in houdini and want to bring over to c4d for render. I have a copy to points setup with pack and instance checkbox ticked, which gives me around 15000 packed geos. Upon bringing into c4d, it seems sluggish and slow and was wondering if there is any way to bring over the instance settings for c4d. I've tried to set it to instances in the import alembic dialog in c4d but nothing seems to work. Thanks in advance
  6. Hi all, so I am kind of new to rendering with karma and have come across an issue where the light interaction with the geo is looking weird. Have tried retopo of the geo which hasn't worked. Any help would be amazing
  7. Hey I'm used to Maya, however I'm falling in love with Houdini and I'm trying to slowly integrate it more in my workflow. Currently I'm trying to integrate some fluid-simulations made in Houdini and export it to a maya scene where all the actors and props move at 12 fps (with the camera (and houdini) being 25 fps) Now I'm stuck with a smooth 25 fps animation of the simulation and I have really no idea how you could 'posterize' it or you know let it ignore every second frame. Not sure if this is the right thread, hope I make sense, sorry in advance!
  8. So i have a very simple destruction sim and i am trying to take it to maya. I had got the obj from maya with the uv. Now when i go to export the alembic sim, the uv doesnt show in maya. Even in houdini i have to unpack the alembic file to see the uv. Could someone help me with this? brick_wall.obj brick.hip
  9. Hi everyone. I'm struggling to understand constraint networks. Trying to glue constrain some RBDs to an animated mesh imported from Maya (via alembic). I made a test file, and seem to have kinda, almost managed to set it up - but not quite. The constraints are there, they show up in red, but have no effect. They seem to be recreated with every frame as the animated vertices move. I would be grateful if anyone could look at my file, or point me to a working example that was made with simplicity in mind. So far, the closest thing i found was Chris Rydalch's Duplo Bear Breakdown: Constraining RBDs to Animation on Vimeo. Thanks in advance. constrain_RBD_to_deforming_mesh_v01.hip Animated_Mesh.abc
  10. Hi, Long time lurker, first time posting. I'm working on something I can't solve without some help. It's an animated piece of vellum cloth (fairly dense) exported as an alembic and I now want to add dynamic sequins (attached with thread/wires) to it. I've tried with wires, copy to points, and following several scales tutorials but nothing is working well enough, so far. I've attached a screenshot of what I have so far and where I want to take it. If anyone has any points, an example .hip, or a tutorial of the sort, I'd love to hear/see them. Also, if anyone wants the alembic, you can find it here: https://we.tl/t-RUyzqkaG08 Thanks! //Tobi
  11. Successfully exporting a small crowd using the stadium shelf tool into Unreal. The problem is I only get a single character material or texture atlas applied to ALL 50 crowd agents in the alembic. In Houdini there are 9 different texture atlases randomly applied. Since inside Unreal you lose access to the individual crowd agents, my thinking is that the correct solution is the following. For 9 material variations represented by 9 different texture atlases I would create one 3x3 master texture containing all 9 variations Then I would need to somehow create a shader that will randomly offset the UVs for each character BEFORE they get rendered as an alembic. Can anyone help with this?
  12. Any crowd experts here? Struggling to simply get the materials used for the shelf tool stadium characters into Unreal. Not concerned with material variations created with the fancy cvex. Just need the texture maps for head, hands, shirt, pants, shoes. I've dug into the various Material networks but cannot seem to find actual texture references. This is simply for a internal demo to test alembic performance in UE.
  13. 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
  14. 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.
  15. 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?
  16. 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
  17. 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!
  18. 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?
  19. 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')
  20. 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?
  21. 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
  22. 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
  23. 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?
  24. 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.
  25. 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!