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Showing results for tags 'geometry cache'.
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I have a geometry sequence that has substeps (saved as x number of substeps per frame). Would you have a standalone lops network graph or even a stand alone hip file just for that animated geometry with enable playback at fractional frames? or would you just mix it with other assets and simulations caches that are not saved with substeps? and if you mix it do you then enable playback at fractional frames? and if you do enable the fractional frames would that impact the other non substep elements during rendering?
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- rendering
- geometry cache
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hello! I'm trying to export an Alembic from H19.5 to Unreal. I have a baked mesh sequence of 32 frames that I'm importing as a geometry cache. The problem I'm having is that exporting an alembic via the rop (and file-> export) seems to be dropping the vertex color entirely. Has anyone here had this issue? I'm really trying to avoid the full fluid vertex animation pipeline (because I hate it ) in lieux of geo caches, but I've run into this issue and can't find a way around it. As a way of confirming, I imported my alembic into Blender, and can see that there's also no color attributes there. If I export a single frame of fbx, it's there, but I can't use FBX because it doesn't properly export a mesh sequence from Houdini. As you can see there is no color info (Cd). Thank you! Marc.
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- unreal
- alembic rop
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