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Found 166 results

  1. 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
  2. 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
  3. 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
  4. 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!
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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
  10. 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
  11. 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.
  12. Vellum export alembic

    Hello, I'm looking for a solution on how to export 2 vellum objects into alembic and differentiate them into cinema4d to apply materials? I found many similar threads here and there about groups and so, but no solution seems to work, I post the hip files if anyone interested to help, it's a simple test, K found a solution, thanks!
  13. Hai, Is there a way to get the data of the length from a alembic? I have to run a pipeline where I export the exact amount of frames as coming in. THNX
  14. h17 how to export alembic with material?
  15. Hey guys, Pretty new to Houdini after many years of Maya. I'm importing an alembic and want to push the path attribute all the way to the end to retain the original hierarchy. When I add a voronoi fracture only the inside group seems to maintain the path attribute. The outside group and my original group that I defined before for the object I'm shattering have empty path attributes. How can I copy the correct path attribute back onto the fractured pieces? (If I have multiple prims/ want to maintain the original prims path attr) Thanks guys!
  16. Hi everyone this is my first post in this forum and I wait posting more in the future :-) I have a problem with alembic geometry (animated) and fluids. I try to make a Helmet Visor(alembic geometry) melt with corrosive acid. I follow this tutorial * but my geometry (alembic) not collision with fluids. I'm converted Alembic geometry to polygons, but the problem persist. *Tutorial: https://www.youtube.com/watch?v=JW6XamYSdpU Can anybody help me, please. Thank you so much.
  17. 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.
  18. Hi guys, I have encountered a problem while importing alembic files with UVs. They seem to be kinda rotated (right mesh) - on the left is the same mesh but exported as static .obj. Does anyone know how to fix this? I've attached the file if someone is interested Thank you alembic_import_UVs.hip
  19. I'm having a problem with a RBD simulation. I followed Applied Houdini Rigids 3 for the setup and everything finally worked. Now I would like to work on an actual scene, using an animated alembic instead of animating in houdini with a null. But I can't see what to change or to adapt in the setup to get Houdini to read this animation and make the switch to physics work like in the original setup. Importing my abc and switching every cache to store a frame range instead of a single one might mess with the constraint system, any ideas?
  20. I want to export model with animation to maya but when I import in maya 2018 UV is gone. I try to promote UV to point before export it can see UV in maya but UV is wrong. I want to know how to export alembic with uv, Thank.
  21. Hey there, I'm currently working on a project with some models that I've exported as alembic files from C4D to preserve the polygroups, so I can add the materials back onto the model when I re-import. When I reimport the alembic files they have a really strange reaction to Octane Render. I don't really know how to avoid this as some exports seem to be okay but some just give me this weird lighting effect. Has anyone come across this before/ knows how to avoid it, or can point me in the right direction as its hard to tell if its Houdini or Octane :s Thanks, Joe
  22. Hello, I encounter major problems when exporting an alembic sequence from houdini 17 to maya 2018. I traced the problem down to the “build hierarchy from attribute” option combined with rendering frame ranges into an alembic-file. Attached is a test file, to rebuild/illustrate the problem: export an alembic file with build hierarchy from attribute “name” ON —> import in Maya causes crash or empty transform nodes, but the hierarchy would be there export an alembic file with build hierarchy from attribute “name” OFF —> import in Maya with animation works fine - except that I don’t get the correct hierarchy I’m aiming for. Is someone encountering the same behaviour and has a solution for that? Or is it only at my system/setup? I’m working with Houdini 17.0.352 and Maya 2018.5 (but it didn’t work in any maya version between 2017 and 2018.5) Any help would be appreciated. Thanks! Joko alembic_export_maya.hiplc
  23. Hi folks, I was able to do alembic transport from Houdini to Maya for a scene which has a procedural vine/plant growth, how do I go about to maintain the UVs? kind regards, Clarence
  24. I'm trying to python script maya->houdini transfer script via alembic. I've sorted out most of kinks, but there is one hurdle that's giving me a headache for days now ... I have to use alembicArchive because I need node tree. In script I create a alembicArchive node, set all params as desired and execute aNode.parm("buildHierarchy").pressButton() While I was testing this in houdini's python shell pane everything worked great. Once I left houdini UI and went to python I can't generate subtree. I need that because I need to assign shaders and some other things before I save a file. I tried to force cook node (aNode.cook(force=true)) but it didn't solve it. Any ideas how to force this node to rebuild hierarchy? thanks. edit: of course that i meant pressButton() method instead clickButton … lapsus. Also I found that I can call calback script on this button (item.hdamodule().BuildHierarchyRoot(item)) or do i via hscript's “opparm -c” but that also does not work without UI … so I'm still on square one. I know that there is a possibility to build alembic hierarchy myself, but I would like to avoid that if possible. tom.
  25. So I'm making a collapsing gravestone and i want to export color data using the depth attribute from the interior detail visualize noise scale tool inside the voronoi fracture node. The data needs to be exported into Maya. This setup works for the initial fracture however when trying to merge in the sub fractured pieces from separate voronoi and export them as one exploded view alembic file for testing, lots of pieces start to intersect with each other which doesn't happen normally. I'm guessing the way I've tried to merge the color data into each other has caused the pieces to start intersecting but I'm not sure where in the node graph this is coming from. Also i tested just with the original fracture and the export works just fine and the displacement works in Maya. Just wondering if anyone's had similar issues to this and found a solution. GraveStone001.obj GraveStoneFracture0022.hipnc
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