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Found 194 results

  1. 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?
  2. 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.
  3. 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!
  4. 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
  5. 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?
  6. 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
  7. 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?
  8. 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,
  9. 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
  10. Hey Guys i need your help. I created a Guided Groom for a little wing i worked on and now i want to export mylowres planes and my hires Curves from Houdini to Maya The Problem is that Maya can't load my Feather Curves correctly without loading a million hours and ive a lot of problems with my alembic export. Its important for me to find a way because the animator i worked with only works with Maya and im not good in animating. Many Thanks for all the tips you can give me Ps: in the picture below you can see my curves unconverted as polygon curves and thats only the Main feathers of the Wing
  11. Bonjour, hope you all doing great. i can't get an alembic geo to be simulated in dops .. however if i made a simple animated geo with keyframe animation,i can switch from being active in dops and reading the animation but it doesn't work with alembic.. should i be baking the alembic to keyframes or how it works? Thank you.
  12. 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!
  13. 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
  14. Hey folks, would there be a way to identify and extract, procedurally, animated rigid pieces from soft point deforming pieces? Say, you have a character alembic cache and several meshes on that character are rigid (i.e. their points don't change positions relative to each other). For example: the weapon of a warrior, or the plate armour, the shield... etc. I want to find those meshes procedurally and extract their transformations (and of course replace their point deformations with object-level transformations, duh...) Would you have a clue how to approach that? There wouldn't be a node for it already, would it? I'm thinking what heuristic to employ to differentiate between pieces which points do change positions relative to each other vs such that don't. Maybe just maybe... extract transformation matrices for every piece for some arbitrary prim, be it rigid or not multiply by the inverse to set each piece to the origin and... compute velocity in the result? all inversely tranformed points of rigid pieces have 0 velocity, some points (other than the points on the arbitrary prim from #1) of soft deforming pieces have v>0. tag them.
  15. Hi, I export particles from my particle sim from Houdini as an Alembic file. Some attributes have three floats instead of vector or color, e.g. pprevious, targetv, all the attributes which are 3flt and have no further description. If I now try to read these attributes in my Maya plugin, I can see that they are defined as float arrays instead of vector arrays. Usually in alembic a vector or color is exported as a float array (one for each point) attribute with extent 3, in the mentioned cases the attribute is exported as float array with extent 1: vector attribute like position or color: float extent 3 attribute len = 1 3 floats attribute like pprevious, targetv: float extent 1 attribute len = 3 This makes it complicated to read these attributes correctly. Of course I could convert all of these attributes to vector before export, but this seems not to be the correct way, I'd prefer to find a way to read these attributes correctly. Does anyone has an idea how I could find out the correct type from alembic API?
  16. Hi!, this is my firts time using houdini, so i try to make something easy i think, i have a project whit a translucent jar animated on cinema 4d, i made it to import the alembic to houdini and i need to fill it whit soft bodies, some gummys and i saw that vellum can make it great, i find a tutorial to doit, but at this point i need to understand a workflow to start, im putting the link of the tut and the alembic, im thanking you in advance for the atention, and sorry for my english i know its awfull this is the tut: this is my alembic botella_animada2.abc
  17. 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.
  18. mm Quick Path Save Presets

    Hi there, I want share for free my presets for: Filecache Sops DOP I/O Sops ROP Geometry Sops ROP Alembic Sops ROP FBX Sops Included a litte PDF (english and italian language) with a small description. Why I create it? Because I'm "lazy" and I want save time when I should save my cache of sim and for a "quickly input" I create a simple strings where you can put inside some value/name and create for you a final string with the path where you want save. When use it? When you want save time and you "haven't time"... It's free, but a little donation is grateful Gumroad - https://gum.co/KScZC Cubebrush - http://cbr.sh/ex87j1 Have a nice day Matteo
  19. Hi guys, I am trying to automate my alembic imports by using a string replace on my File path. For example: on my alembic File Name parameter I've written the expression - `strreplace($HIP, "home/fx", "fx/waterfountain_v001")`.abc I would like to be able to replace the version number with a wildcard so that it picks up the file regardless of what the version number is, but an (*)asterisk doesn't work. How should that be scripted? Thank you in advance!
  20. Alembic pscale export

    Is there a workflow to export particle animation to Alembic with a pscale included in the file?
  21. Is it possible to use debrissource sop with alembic animation? exp.hiplc
  22. Hey, I have a very frustrating issue. I have an alembic that I have scattered points onto and managed to get them to stick in place. The problem is now the random values I have assigned to these points i.e pscale, change every frame. Does anyone have an idea how resolve this, please? Thanks Andy
  23. 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?
  24. animated Alembic switch to RBD Sim

    Hi, I fractured an animated alembic (created at frame 650) and need some help with the i@active; i@animated part to switch between animation and the RBDsim (on frame 713). Just started out, unterstood the principle but its a bit overwhelming on the execution side of things. thank you a lot, oskar. alembicRBD.hiplc
  25. 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.