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Found 180 results

  1. 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?
  2. 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
  3. 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.
  4. 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
  5. 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!
  6. Alembic pscale export

    Is there a workflow to export particle animation to Alembic with a pscale included in the file?
  7. Is it possible to use debrissource sop with alembic animation? exp.hiplc
  8. 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
  9. 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?
  10. 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
  11. 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.
  12. Hi. I want to export my houdini simulation to cinema4d R20, but reading of it is too slow.In this example, the file is less than 1G and the polygon is less than 1M, but C4D takes more than 10 minutes to load it. On the other hand, Houdini takes about 20 seconds including unpack (convert to geometry instead of instance). all alembic file pattern (Houdini default,HDF5,Ogawa) and ShapeNode method (Deform and Transform) has same problem. Please give me any solution or idea for c4d pipeline. https://drive.google.com/open?id=1b8rN7RytybgCi_oUepXa9JK92iDOja0M Ogawa My Cinema4d is R20.059 Studio Houdini is H17.5.360
  13. 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...
  14. Hi everyone, Can you please share your most efficient way of loading an alembic camera? I'm working with 2 alembic files (animated object and camera) and I'm trying to Object merge them in a new Geometry node so I can use the Timeshift node to offset their animations. I can see that it's working in the viewport(I'm seeing the camera and objects move at my specified time) , but I can't think of a way to look through the "camera" from the object merge. The goal is to control the time offset of many assets using 1 node. I guess I'm generally asking for the best practices while working with alembic cameras. I'm currently learning Houdini and I realize my questions can be disoriented,but any help would be appreciated, there's not much about alembic cameras in the documentation. Cheers!
  15. Hey there, The question, I have a vellum grain sim that I want to export and use in cinema 4d. I have tried exporting it with an alembic but nothing shows up in my viewport. It's a pretty big sim around 6 mil particles. Any ideas? Thanks
  16. 238/5000 hello, can anybody help me? I have a problem in this scene, I have a necklace that I want to collide with the body moving, at first it collides and becomes good, but when the body begins to dance, the necklace breaks and enters the body mesh. untitled.mp4
  17. Hi wizards! Im struggling with a problem, that when i thought about it i thought it was really easy to solve, but nope! haha So, we did a character inhouse, sent to a guy (rigger/animator), he did his own rig, animated the character and sent us back an alembic ready to render. The issue: the animation is fine but there were a minor changes on the model. This guy went on holidays for a month, so we don't have his rig setup. Now, we took the model in the first frame, we moved some points in zbrush to match the feedback and took it back to houdini to check that all the point number and polycount are the same. The question: - Is there a way to take this new model (same point number, same polycount), transfer somehow the new point position and apply the animation from the wrong model to it? I made a dummie scene of situation, i would really appreciate if someone can help me with this! I will keep working on a solution but maybe u already faced this problem before! Thanks guys! alembic-replace.zip
  18. Maya not reading alembic UVs

    I've written out some simmed geo as .abc files for use in Maya. Maya will not read the UVs, but Houdini reads them just fine. The alembics have to be unpacked for them to show up in Houdini--thinking that was the problem, I ran them through an unpack node and re-wrote them, with the same results. The only Googling result I've found says that UVs have to be a point attribute for Maya to read them, but I've found no way to make that happen, as attribute promote screws them all up. How can I get the UVs to Maya? Attribute transfer (in Maya) from the original object (created in Maya) doesn't work, as the new geo is simmed and moving so the UVs would swim. Thanks!
  19. Hello, hopefully someone can help. I have a creature exported from Maya as an Alembic where some of the normals were reversed. I’ve blasted out groups of those points and reversed the normals, then merged them back in. It works fine on frame 1, but as I scrub time the point numbering changes, so the points defined in the group are wrong. Can I make the numbering stick so groups work? What would a Houdini artist do? I’m primarily a Maya artist, and in Maya the CVs ID doesn’t change. Could it be to do with how I exported the alembic? I don't have a Maya licence at home so can't easily re-export to check the options.
  20. Greetings. I am the filthiest of noobs and i found a problem i havent been able to solve. I made a very beautiful flip fluid simulation in which two liquid sources mix together. (lots of tuts out there so it wasnt hard for me to do it)...... Both sources have different color attributes and density attributes and they mix flawlessly..... I was successfuly able to do the simulation YAAY!. The problem comes when our pipeline DEMANDS to render in Maya Arnold........ I export the VDB poligon soup via a Rop alembic output node...... and create an alembic file (it exports, it imports into Maya, no problem) BUT..... when i have it in Maya, I havent found a way to mask the fluids, so an AI mix shader lets me use two AI shaders as the two liquids and lets me mix them as they were in Houdini....... I understand there are "Weight attributes" that come with the alembic and they should be the ones helping me mask the fluids, but i really dont know how to do it...... Im a noob both in Houdini and in Maya. If anyone could help me showing me the workaround , i would deeply appreciate it.
  21. Hi there! After spending long time trying and searching... here I am with my newbie question... I've an OBJ from C4D with different objects. Checked in Houdini's Geometry Spreadsheet all the paths of the primitives detect the names of the objects. I did a vellum simulation, and I want my alembic back to c4d with facesets for each OBJ primitive. How can I do that? Thanks in advance.
  22. Hi folks, I'm having a bit of trouble with exporting an array of integers to alembic. When i create an array on the geometry and export it to alembic and import it back into Houdini again, the array is changed to an integer with the value of 0. Even if I fill in the attribute name in the ropAlembic node at the `detail array attributes`, it's converted to an integer again. Is this something alembic can't handle or am I doing something wrong? I'm totally confused right now! Hopefully somebody can help? Thnx!
  23. Alembic packed geometry has a pivot intrinsic which sits on the centroid of each primitive. Is there a way to transfer an object from Maya and maintain the pivots that were set there? thank you and I was wondering if there is a way to
  24. Hi.Now I want to use cinema4d to composit character to houdini vfx and render these,by alembic pipeline,ut my cinema4d has serious problem about importing alembic. When I export the object by my standard fragmentation network as Alembic, Cinema4d seems to recognize it as a null object Therefore, it can not read geometry. The problem seems to be on the Cinema4d side because the geometry was read correctly in Blender, but changing the settings for some nodes in Houdini will also cause the Cinema4d to read properly. However, the trouble is that there are multiple nodes that might be the cause, that the behavior changes due to continuous parameters such as ScatterPoints, and that even if another primitive is put into this network, the behavior changes. Chaotic situation is born. Is there a solution on Cinema4d or Houdini for this Alembic import problem? Help me. Houdini lndie 17.5.173 Cinema4d studio R20.059 alembicBug.zip
  25. Hello! First time posting. I'm new to Houdini, this is my first project that I decided to do. But I'm a fairly seasoned C4D 3D generalist so I know what I want to do in Houdini, I just don't know how to go about it. I'm in Houdini 17.5. Here is the problem. I have stumbled around in Houdini and made a Viscous Flip Fluid Sim. I made a Sphere an emitter, and emitted my fluid pouring onto a .OBJ mesh that I imported in. I've cached the particle FLIP Particle simin the DOP network, the Particle Fluid Compressed Cached, and Particle Fluid Surface Cached. Now here is my problem. I exported my meshed sim as an alembic from a ROP_Alembic node. Imported into C4D. And then I realized I have a UV problem. This is a Redshift texture and shading pass that I did with my sequence. At the time I forgot to plug in the velocity data tags from the Alembic sequence into the Redshift motion vector blur, so if it looks weird, that is why. Crystal_Goo_Test.mov My texture smudges are on the mesh, but they stay static while the mesh animates. It looks just like the textures from this cartoon it doesn't move with it. So after a bit of digging I realize I don't even have UV's. Because Flip Fluids don't come with UV's, and if I never defined any UV's then how could they just magically appear? lol. So I tried researching how to generate them, and how to export them with the alembic. But for my specific situation I couldn't find anything that was up to date and worked. OR I am too much of a noob to implement what I saw in forum posts. The stuff I saw was for Houdini version 13, 14.5 and 16. I'm on 17.5. Here is a screen shot of how I tried to generate UV's and export them, again I never re-cached my sim yet. I just tried to put uv's on my existing set up. Below is my emitter. And there are no UV's on this sphere primitive, nor anywhere before the output. I took a shot in the dark and tried to see if I could generate them after all my caches (because it took 3 days to cache the fluid surface mesh). So I honestly have no idea where to generate these uv's, how to do it correctly, and how to get them passed onto the fluid mesh for alembic export and texturing in C4D Redshift. I'm including my .hip file with my cache's disconnected. They are over 200 GB's all together so it's too big to include here. Lower the substeps in the Flip Solver or lessen the Fluid Mesher to make it play back faster. I used high settings for my final export (also I tried my best to optimize, but again I'm a noob with Houdini and have probably done things incorrectly in my set up). Crystal_Viscous_Sim.zip The FLIP DOP cache might still need to be disconnected. This is the final step of my personal project. I've done all this on my own but I'm super stuck on this UV generation and export. And once I can export this fluid mesh an an alembic sequence for C4D Redshift I will be set to render. Thank you in advance for any feedback and/or answers. Please write out instructions very clearly for me to replicate if you don't want to provide pictures/ screenshots or .hip files. Again what I'm trying to do is generate UV's for my Fluid Surface, and have then be able to be exported via an Alembic sequence for texturing and rendering in Redshift.
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