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Found 5 results

  1. I have a smoke master cache at the origin created in houdini (vdb). I am positioning this cache in the world (attaching to anim) using copy to points with orientation. I would like to cache out only the point (with position and orientation attribute) Import that point in Maya, and instance the master cache vdb directly from disk with the correct position and orientation. Could you please suggest me how to achieve this? Context. This master is used across an entire sequence. For every shot is placed and re-cached out in position. This is very inefficient, both time and disk storage wise. An instancing system would be a true game changer.
  2. Hi All, It's quite old and well-debated problem, and I followed most of the techniques available on the net, but didn't find the answer. So Please forgive if asking this again annoys anyone. When exporting changing topology from Houdini to Maya, Arnold doesn't read MB data. Is there any way to make it work without SOUP. An example file for export setup would be a great help. Thanks
  3. 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
  4. Hey folks, New in HDA...I am seeing that I can't really move my template or copied object with maya, although freeze transform make it updated but it wont be able to animate. So I imported a tranform SOP from Houdini to HDA. It will work. But I need to see the gizmo in Maya. Any Ideas? Thanks! test.hda
  5. Hi, I am trying to export animation from Houdini to Maya. The exporting process itself went fine however the geometry imported to Maya is broken. What I did was I created a pattern using a trace sop, extruded it and created a cookie then animated the delete sop to get I crack spread effect. Apart for minor bugs (like deleted primitives) it works fine in houdini. I've uploaded the screen shots of geo looks before export in houdini and after import in Maya. Anybody knows what the problem might be? Thanks for any help! Aleksandra
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