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Showing results for tags 'Maya'.
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having a bit of a nightmare with this one... this is my shot... hulk swinging a log at thanos lol (sorry for the 6mb gif!) so i want the log to explode on impact so my log geo was created and uv'd in maya... i exported as a cache with the animation as alembic... it all seems to come into Houdini nicely... I then set it up with rbdmaterialfracture and then some uv nodes to texture the inner pieces.. i just use a simple sphere for collision that i then shrink after impact and move down through the floor to get it out of the way lol!... I have my uv's on the log and it looks fairly nice overall i think... i'm using the rbdconfigure to switch between deforming and active ....thanks to @rohandalvi for his little video tutorial on youtube Here's where it gets tricky in maya... I'm exporting the cache as alembic but its not bringing the uvs in correctly... some parts seem to be nicely textured but then a bunch of chunks aren't working... this is the log geo in Maya viewport and when rendered it doesn't texture those parts as needed... Sorry for the longwinded post i just like to use pics to help it be more clear I've included the log abc cache and a the hip file incase anyone wants to take a look and point out where i could be going wrong? Thanks everyone! Ant shot_MIND_0110_log_v01.abc shot_MIND_0110_setup_v001_clean.hip
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Hi all! I have a clothing simulation in an alembic by marvelous designer There are places in the simulation where the fabric is twitching or behaving strangely Are there tools that can change the alembic? Sculpture animation, for example... Guys help, I can't figure it out myself! Tell me what tools you can use!
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Packed Primitives to Maya - Best Practices
ParticleSkull posted a topic in General Houdini Questions
Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro -
Hi guys I 've a problem importing .aas file from Maya to Houdini as yo can see from the attached pics I have sphere and lights imported with Arnold Porcedural node. When I render them with Arnold the lights seem to be less intense than the maya ones. this the same but rendered in maya Could anyone know why that happens? Thanks in advantage
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Hi guys, trying to find a solution to render houdini flip sim in Maya Renderman, i exported a rib sequence from H, but not sure that i exported all the attributes (something to promote?) the rendering department here, doesn’t see the v att and Cd att in my rib sequence. my maya knowledge is close to nothing and i can' t check what s wrong with my export my first question is : could you explain me, guys, how to export from Houdini, a ready to render Rib sequence for mayaRenderman v21? second question is : is there tricks to read H attributes in maya?, connect it to shaders?, and also get correct velocity motion blur(since it's changing topology classic moblur doesn't work) thx by advance for your attention
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Hi, how can I promote the HDA parameters to Maya. The parameters are all visible but in Maya those parameters are not visible.
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Thanks to help from hoomans on the SideFX houdini forum, I have exported a textured model from Maya 2022 to USD, then imported into Houdini 19 as a LOP network. Unfortunately, the materials have come across with only the base color texture maps as a constant shader. I have to replace these basic shaders with MaterialX shaders, with separate texture maps linked to base color, metalness, specular_roughness, and normal. The attached image shows a MaterialX that I manually rebuilt and applied to to the screen-left spherical tank. Is there a procedural way to search and replace all the basic shaders with MaterialX shaders, and re-wire all the texture maps? Thanks
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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
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Hi, I want to export spectra value from Ocean evaluate - Export to Texture from Houdini and I want to apply same texture to maya and render in maya>arnold or redshift. If there is any help would be highly appreciated . Basically I need to render Ocean Simulation in maya instead of Houdini . Please Help!
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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.
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Hi forum, I am trying to get the File Cache working in Houdini Engine(using Maya). It works perfectly in Houdini but when tried to use it in Maya 2020 it doesn't cache anything. I also tried caching out ROP Alembic Output Node(just for test), but it makes a file but not caching properly. Also tried ROP Geometry Output but the same problem as the File Cache node. Anyone successfully made the file cache working using Houdini Engine? I really appreciate your advice if anyone knows how to accomplish this. I attached the HDA below, please look if anyone has time for this. Thank you in advance. seed_animation_exporter.hda
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So I recently stumbled onto the Motion Path Handles Tool which allows you to visualize your animation curves in 3d space and also edit your keyframes in 3d space as well. I absolutely love this feature but from what i've read and experimented with it only seems you can get this Motion Path Handle UI tool at the OBJ level as it requires you to have the Pose mode selected on the left hand side of the Viewport. I was hoping someone could help me find a way to use this Motion Path Handle tool at the SOP level for a kineFX rig on say a rig pose node or something. If nothing like this exists at the SOPs level yet maybe we could brainstorm a way to either get something similar working at SOPs level, or how to procedurally import joints up to the OBJ level to be controlled with Nulls and therefor could use the Pose tool and the Motion Path Handle animation UI at OBJ level still. Motion Path Handles: https://www.sidefx.com/docs/houdini/basics/motionpath.html
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UPP Advertising (www.upp.cz/advertising) is currently looking for skilled Technical animator for a project from 18.3.! If you can animate a flying realistic car - More info / To apply send an email to martina.sramkova@upp.cz Remote work available.
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Hi. I am trying to make a simple HDA which will drop down an asset on another asset. It works fine inside Houdini but it doesn't work in UE4 or Max. What is wrong with current setup? drop_dop.hda
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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?
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Using Engine I have been able to import a particle cache into Maya just fine. Scale and color came through and were easily applied in Arnold. However, I need to recache the particles as a Maya nParticle cache to hand it off to someone else not using Houdini Engine. I can get it to cache the general position/lifespan, but it doesn't appear that any color/scale(radiusPP)/alpha(/transparency) information is in the re-cache. How can I make sure those attributes make it through to the nParticles (re)cache? Thanks for any help!
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I have an alembic cache of fluid running down from Houdini, then I bring it to Maya 2020 to render with motion blur. As I turn on motion blur option in Maya, it runs an error saying the normal changing from 1155536 -> 1155530. How do I fix this problem?
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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.
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I would like to input Maya geometry into the HDA, which then will do it's magic, like placing that 1 geo 100 times, and then instance it when baked.
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hi guys I did some render test with houdini and maya redshift renderer. I made particle in houdini then rendered it in maya using houdini engine and redshift proxy file. This image is that I tested to compare houdini redshift render and maya redshift render. A is houdini redshift B is maya redshift with importing particle by houdini Engine C is also maya redshift with importing particle by redshift proxy When I use B, alpha attribute for per particle is different from A and C. Is there any way to correct the alpha attribute? Thanks.
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- maya redshift render
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I would like to have the same Redshift Light setup from Maya, in Houdini. First I created a simple Maya script that copy's the RSlight attributes like intensity etc and places it in a .txt Now in houdini, I want to create RSlights on the same position, with the same attributes. The text file will look something like this '''[rslight1(x,y,z, 100 # intensity)rslight2(x,y,z, 50 # intensity)]''' How would I approach this in Houdini? My thanks
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Hey, Trying to workout a good asset workflow coming from Maya to Houdini. Geometry wise we are using Alembic and I'd like to add an attribute in Maya (or similar method) to define what materials are assigned to what geometry (shape assignment, never face assignment). Then in houdini use that attribute to assign materials to the alembic cache. So far I've managed to add a string attr to the shape nodes in Maya and export that into houdini fine. Once the alembic is unpacked I can see the attributes there. I cant seem to get those prim attributes to be used in the material node downstream though, as you could do with groups for instance. Any tips would be much appreciated, or other workflows that could be better. Cheers