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Found 107 results

  1. Hi, I try to export objects from houdini and paint them in substance painter. However, importing object to substance painter is working, but something not work as I expect. Curvature and particle rain don't work properly with object exported by houdini. Curvature mask seems nothing work, and particle rain should move down in world space, but it looks move to one direction of UV space. I tried exactly same way with an example object 'JadeToad.spp', then operation was working as I expect. Therefore, I guess my Houdini objects are something wrong with format or missing vertex info. I tried it with the both of original UV and auto UV, but did not work properly. I attached object files. Please let me know what's wrong with it. Or what requires to painting objects. Thanks! building1_destruction_asset_testB_v015.abc RnD_000_001_fx-rbdBld_v013.obj
  2. Hi, i've been trying to export my fur from Houdini to be rendered into maya with redshift through rop alembic, but when I cache the nurbs they don't render at all, so I tried to convert the fur with a polywire and exported in fbx. It works, but it's still a polywire, what am I supposed to do to maintain the original fur? (Tried to install redshift in Houdini for a proxy export, checked the .env file with the correct path installation, but the plug-in won't show off in the houdini shelf). Should I try to cache in bgeo and make the hairgen a digital asset with Houdini engine or there are other ways to make this work? I'm using Houdini v. 18.5.408 and redshift v. 3.0.31.
  3. 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
  4. Hi Guys ! I would like to know if there is a simple way to create hierarchy in Houdini and Export them into a FBX ? It seams that a subnet in OBJECT working fine of one level but if i want multiple level ? Box_1 Box_2 Box3 Box_4 ... I find this : i'm gonna study it : https://sondreutheim.com/post/houdini__hierarchical_fbx_export But maybe there is an easier way now ? Have a nice day all !
  5. Hello, I have question. I voronoi the object in houdini. And export as fbx. But the exported object has some of combiend vertices. How can I fix that? Or fix in 3dsMax? Thank you
  6. FBX to Unreal

    I recently ran into a bunch of issues in getting fbx animation out of houdini and into unreal so I thought I'd share the process so that hopefully noone else needs to run into the same issues. Quick version: Use the ROP FBX Output in sops, don't bother with the labs RBD to FBX ROP Turn on "build heirarchy from path" on the FBX Output All intrinsic pivots should be zero
  7. RBD to FBX error

    Hi All, I'm playing around with H18.5 - I made a little sim using the rbdbulletsolver SOP but when I plug that into a ROP/RBD_to_FBX I get an "invalid node name" error and no FBX is produced. Python error: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "labs::Driver/rbd_to_fbx::2.0, PythonModule", line 28, in export File "labs::Driver/rbd_to_fbx::2.0, PythonModule", line 75, in export File "labs::Driver/rbd_to_fbx::2.0, PythonModule", line 203, in build_individual_nodes File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/python2.7libs\houpythonportion\ui.py", line 1010, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/python2.7libs\hou.py", line 13126, in createNode return _hou.Node_createNode(self, node_type_name, node_name, run_init_scripts, load_contents, exact_type_name, force_valid_node_name) OperationFailed: The attempted operation failed. Invalid node name Not sure what the deal is - could it be the RBD SOP node? Am I sending the wrong data into the ROP?
  8. Hi, I would like to ask how to export instanced geometry using Instance Node to FBX? I would like to get the instanced geometry out to work with it in Maya LT (that's why FBX) Thank you in advance!
  9. Houdini to AE

    Hey folk, I'm trying to export a camera and nulls from Houdini to AE. I installed this, but since the last update was 2017, I'm guessing it doesn't work with Houdini 18. I'm getting this error when I try to run it: Traceback (most recent call last):Traceback (most recent call last): File "<stdin>", line 1, in <module> File "houdini_2_ae", line 1104, in show File "houdini_2_ae", line 470, in __init__ AttributeError: 'NoneType' object has no attribute 'group' File "<stdin>", line 1, in <module> File "houdini_2_ae", line 1104, in show File "houdini_2_ae", line 470, in __init__ AttributeError: 'NoneType' object has no attribute 'group' Does anyone know how to fix this or if there are other methods to export the camera?
  10. Hi there, I want share for free my HDA for combine and export the cache of fluid from cluster system and convert it in VDB. Download here It's a open HDA so you can edit it if you want, please let me know if you do/did it and let me know if you use it in production. It's free, but a little donation is grateful Have a nice day Matteo video demo https://youtu.be/dLj2CaWam7Q
  11. Hi guys! I started houdini 3 month ago so sorry if my question is dumb but I'm really stuck on a problem for 2 hours now: I want to export an .obj file from a simulation (just one frame of the sim), so I tried many different ways: rop geometry, writing file, save the geo folder itself to gallery... But nothing is working and I can't find a way to solve this problem! I searched on the internet and there's almost no one speaking about that... Btw I'm using the apprentice version of Houdini so I can't use alembic files... I give u my project file so u can see more clearly what's going on. Thanks for helping Chain.hipnc
  12. Hi, I recently decided to recreate an old Maya project in Houdini. For that I had to export animated mesh from M to H so I used alembic. The 960f was 119Mb I did some modifications and tried exporting it as bgeo but it exploded to 106Gb so I tried abc which turned out to be 35Gb. And yes i added some attributes, subdivided few things and stuff, but it still seemed too much for the changes I made so I decided to explore. I exported animated abc from M (2019) of just 11f (step 0.25f) and that was 94Mb. I opened the abc in H with basic alembic node (default H18 settings) and export that with rop_alembic_output node straight from the alembic read node, with the same frame range & step. I've tried different formats (HDF5 and Ogawa (used by Maya) ) and settings here but all had pretty much the same size results of 1.5Gb. I didn't find any settings that would relay to compression or anything like that. Is it the same for you guys too? Does anyone have an explanation of this and perhaps a solution/idea how to reduce the abc size from H? Thanks Martin --------- Houdini 18.0.349 Maya 2019
  13. Hello wonderful people of ODForcce! What would be the best approach to export large amount of agents(10 000) / agents in general, to USD. Without unpacking. Is it possible? The "bakeskinning" lop node sorta works, but houdini crashes after exporting a couple frames. Cheers!
  14. Embed Texture in FBX

    Hey guys, I am trying to create a workflow with which it is possible to embed texture image files in a FBX. I know that I will probably have to write a python script to do so. Maybe one of you has already done anything like that and could help me out? Regards, Emil
  15. hey all! Imagine you have a whole bunch of stuff, add an exploded view node, animate the scale and then you want to export that animation to unity. So far I tried using filmbox fbx with but the animation is missing in unity but shows up maya. I also tried using rbd to fbx from the game tools and packing everything to rbd before but the model aswell as the animation break in that case. what is the correct / standard way to export this?
  16. Alembic pscale export

    Is there a workflow to export particle animation to Alembic with a pscale included in the file?
  17. Maya Camera to Houdini

    Hi, I'm trying to export camera from the Maya to Houdini, I removed all the dependencies and kept outside without grouping, I'm trying to export in alembic formate, but still, the alembic node in Houdini is unable to load the camera in Houdini... Any ideas for doing this? Thanks
  18. Hey guys ! I have a simple crowd agent that I put some anim onto in SOPs What I do on the agent doesn't really matter, what I need is to export the agent with the animation to FBX I tried simply exporting it with the FBX ROP, but the result was a point cache with no bones How is one supposed to export a Crowd Agent to FBX ? I searched online, and haven't found a working solution Attached is the simple setup in Apprentice (I know Apprentice can't export FBX. That's just an example scene from my home - at work we have the FX version) export_agent_fbx.zip
  19. Hello, I'm exporting pcloud through Rop alembic and I'm trying to force the alembic export to create the indexed value for each individual strings. The current mechanism seems to be automatic when I got more than a certain amount of points. Lets say, 5 points with 5 differents value will not indexed the attribute, but 100 points with 5 differents value will indexed the string attribute. Here a snap of what it gives in katana after importing this 2 abc to give a better idea. Anyone knows how we could force the mechanism event with a small number of points?
  20. How to Export RBD sim from Houdini to Maya with out loosing Uvs? I did a pretty heavy RBD sim in houdini but when i export the alembic to maya some of the UVs are missing, some of them are still there. Is there any other way to export RBD sim from Houdini to maya without loosing UVs ? Th anks in Advance.
  21. Houdini to maya

    Hi, Is there any way to export from Houdini procedurally and working in Maya with that model, I heard that procedurally doing this way doesn't give any issues and works fast in Maya while working with large super sets or even smaller one... I wanted to model a super set in Houdini and import in Maya and shade, light it... Please text If you do any exports from Houdini to Maya...
  22. Hi all, There's anyone who knows how to export a crowd sim in a single geometry? I got an example that have a single agent with some animations clips. Because of my company's pipeline I need to render it in 3d Max. Exporting a Alembic successfully but when I import it into Max every instance of the agent is a object. Is there a way to export a single object by agent? Thanks...
  23. Hello, here at the studio we want to use houdini more. We use shotgun heavily for flipbook/playblast discussion and feedback and we need a faster export from mplay. Whenever i hover over the export tab in mplay, the application freezes and loads hundreds of different quicktime video codecs. Is there a way to fix that? Its really slowing us down.
  24. Hello, I'm currently doing a render of my sim and when I try to export the sequence, it will stick with "classic" sRGB. However my goal would be to export it with the ACES color correction I have in MPlay. Do you think it is possible ? Thanks in advance.
  25. Hi guys, I made this simple sim in Houdini and exported it to C4D to render with Octane V4 as alembic. The problem is that in the first frames, there are those weird polygons on the mesh, maybe normal problems? I didn't manage to fix it so I'm ask if anyone here had this problem before and knows a solution for it. I will attach the render and my hip filie below. Thanks in advance. RnD_Viscous.v0.hip lan_rnd_sorvete.mov Edit: I'm sorry admin I messed up with the replies.
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