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Found 87 results

  1. Houdini to maya

    Hi, Is there any way to export from Houdini procedurally and working in Maya with that model, I heard that procedurally doing this way doesn't give any issues and works fast in Maya while working with large super sets or even smaller one... I wanted to model a super set in Houdini and import in Maya and shade, light it... Please text If you do any exports from Houdini to Maya...
  2. 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...
  3. Hello, here at the studio we want to use houdini more. We use shotgun heavily for flipbook/playblast discussion and feedback and we need a faster export from mplay. Whenever i hover over the export tab in mplay, the application freezes and loads hundreds of different quicktime video codecs. Is there a way to fix that? Its really slowing us down.
  4. Hello, I'm currently doing a render of my sim and when I try to export the sequence, it will stick with "classic" sRGB. However my goal would be to export it with the ACES color correction I have in MPlay. Do you think it is possible ? Thanks in advance.
  5. Hi guys, I made this simple sim in Houdini and exported it to C4D to render with Octane V4 as alembic. The problem is that in the first frames, there are those weird polygons on the mesh, maybe normal problems? I didn't manage to fix it so I'm ask if anyone here had this problem before and knows a solution for it. I will attach the render and my hip filie below. Thanks in advance. RnD_Viscous.v0.hip lan_rnd_sorvete.mov Edit: I'm sorry admin I messed up with the replies.
  6. Hey! I don't really know how to properly describe my problem. I have created a cloud vdb from polygon geometry. Everything works and looks fine but when I imported it into c4d for rendering I noticed I only got a "real" volume export in some areas. I tried to export and re-import my vdb in houdini, it looks perfectly fine. But as soon as I create a Points from Volume sop I get the same issue again. It seems like there are only certain areas where "real" volume is created. I have no idea why this is happening and need a cloud effect for a project asap. Would really appreciate ANY help.
  7. 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.
  8. Final Export Error

    Hey all, First post here, literally my first mp4 render. I'm have it finished and rendered in MPlay. But when I try to export I hit this error. I'm running an Apprentice 17.5 My best guess is that it's angry because the licenses is on the D drive and I'm saving to the C but I don't think where I save it should matter. Any help is appreciated
  9. I've been researching this topic for some time and can not find any valuable information. I have a character with a skeleton and blend shapes. This character have multiple animations ether on Takes or in multiple files (with HDAs). I can not find any reasonable way to bring this animation to Unity. Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me. Can anyone recommend a proper workflow?
  10. 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.
  11. Hi, a total beginner with a newbie question here. What I did successfully: I had imported a relatively simple piece of geometry in to Houdini. I made 40 copies of that object I created a dopnet in the same geometry node and ran a bullet simulation (I made a fancy pile of coins basically) I created a filecache for the last frame of the sim, since that is all I need (and want to export) I exported the frame as .abc and .fbx, however it is a single piece of geo, and more importantly, the mat ID's are all wrong I created a separate geometry node, imported the cached frame as a file, and tried exporting that as an .obj. I get a 25kb file and this error message "Save failed: No such file or directory" What I want to do but can't: I want to export the coins, preferably as separate objects if possible. If they could be instances, that would work beyond great, however I do not think that is possible. If all else fails, I just want to preserve the mat ID's (or smoothing groups) from the original file. I am banging my head against the wall here, any help would be greatly appreciated!
  12. 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
  13. 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.
  14. 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
  15. Hi guys, Is there any way to export curves from houdini apprentice?
  16. The docs are a bit sparse on this topic. I know they exist in different networks, but otherwise what is the precise difference between the two? What are some use cases for each? Where should I be choosing one over the other? Also, what's the difference between the "Root Object" and "Objects" selection boxes in each? Is "Objects" just a filter for "Root Object"?
  17. Beginner question, but I'm a bit confused as to how the merge node is supposed to work. I'm trying to export my scene as GLTF. My scene contains one geometry node with 2 primitive nodes inside (box and sphere) connected to a merge node. When I try to export, only the sphere shows up in the GLTF file. I've read merge node documentation but I still can't discern the behavior of "merge". The docs say Bypassing this node causes it to only export the first input. It will not compute the merged objects. which describes what I'm seeing, but I don't have the bypass flag activated. Also, why does the merge node seem to have a "favorite" or "primary" input?
  18. 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.
  19. Hello! Is the .obj export to other software disabled in Houdini apprentice 17? I'm just trying to export a simple grid geo for testing purposes. I tried the ROP geometry output, the Right click & Save Geometry method as well as the file node set to write mode & can't seem to open the file in either 3DS Max or Softimage. Max gives an error "nothing found to import..." and Softimage gives no error & loads nothing in the scene... so this has something to do with Houdini's obj export imo. The curious part is, I can import the .obj back into Houdini with the file node & it loads fine... I can also export .obj's from Max and Softimage & Houdini also opens them without problem so I don't understand what's happening... *EDIT*: The problem is resolved. Seems like the culprit was a pending system restart from Windows that updated a bunch of .NET framework versions. Exporting from/to Houdini now works without issue.
  20. 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
  21. 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
  22. Hi everyone ! As says the title, I want to export scalar values attached to voxels (VDB) into a 3D matrix because I want to access to voxel data into another software (matlab) does someone know how to do that ? thanks ! Alex
  23. Hi, I'm a very new user to Houdini and sorry if this has been asked before, but I searched for everything that made sense to me and couldn't find a forum post. I may just not yet know the right Houdini vernacular to search for. What I want to do is to be able to leave a simulation running over night, where it would repeat the simulation using a set of different params (set by a global seed for example), and output the resulting geometry. For example, maybe I want to sim a rock fracture, and I want 100 different rock fractures. Could someone point me in the right direction for a tutorial, documentation, example file, other forum posts. Anything that could help me start. I would prefer not to have 100 copies of the sim next to one another and run them parallel because I like my computer as a not melted pool of metal. So I would like to serialize it if possible. Thanks in advance!
  24. Hello everyone, Here is my problem, i'm new as houdni user and i followed the embroidery tutorial from entagma, once finished I have added some extras stuff but my problem is when I want to export, I want to export by color ( or group color ) but I don't know how to proceed. Can somebody help me ? Thank you everyone . link to the tuts : http://www.entagma.com/fakebroidery-needlework-in-houdini/
  25. Hi, Is it possible to export animated geometry (Alembic/ OBJ sequence etc) from Houdini Apprentice? Thanks a lot Josh
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