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Found 143 results

  1. Houdini Bubble burst

    HI guys i have done this realistic bubble burst inside of houdini 18. please comment your thoughts, and do like and share.... Thank you..!
  2. What should I do to move houdini particle attribute(ex: motion blur, pscale) to maya redshift? I made particle in houdini to rs and moved it to maya redshift
  3. Export RBD Inside/Outside groups to Maya

    Hi there, I'm working on a project where I need to import in Maya from Houdini an RBD simulation of a collapsing tower. I will project a texture on the outside of the tower and assign another material to the inside of the fracture. For this reason I need both the groups separated in Maya (with their UVs). How can I do that? I've tried exporting as Alembic but the sim in Maya appears as a unique object. I would really appreciate if someone can share a nice workflow for that. Cheers! Albus
  4. 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
  5. Problem with UVs after fracture

    Hi guys, I have a problem with my workflow Maya -> Houdini ->maya. Let's suppose I've modeled an asset in Maya and then I want to fracture it; I usually import it as an alembic, do my fracture, create UVs for the inside faces, etc... and then ROP it out as another alembic, keeping my original UVs and hierarchy intact. Super simple setup example Now, the problem is that the original UVs, have the new seams for the fracture, but some points are fused together. This creates some manifold error in Maya and means extra steps to fix it; also, inspecting the UV connectivity in Houdini, all the outside parts appear to be under the same island. There is a way in Houdini to split the UV island into the individual fractured parts, even if the shells when points are overlapping? What I get What I expect (created adding a cutPlaneOffset under the voronoi node, but is something that I don't want to do) Walkaround that I've found: ROP out an OBJ doesn't have this issue, but the OBJ can't store a hierarchy like an alembic Add a unique path attributes to each fractured piece, but then I need to re-combine the object in Maya and re-adjust the hierarchy (and Maya don't behave well with tons of shapeNodes). If I cycle over each fractured piece and shrink the outside UV shell, then the points don't overlap anymore and I end up with the right divisions, but I don't want to touch my original UVs Hope it makes sense, I attach some screenshot and a hip file. Thanks, D fractureTest_v001.hipnc
  6. Hello, I have a particle simulation in Houdini that I exported in a .bgeo sequence and collapsed into a Digital Asset. I import it in Maya using the Houdini Engine plugin, which allows me to load the .bgeo sequence. After shading, my particles are visible both in the viewport and in the Arnold Render View. Everything looks good. But when I try to render them using Render Sequence, they disappear. Same thing for Batch Render. I've tried looking through all the AOVs, using render layers, but my particles just won't render. Is there anything I'm doing wrong? Is the problem coming from the way I export my particles in Houdini, or from Arnold itself? Thanks in advance.
  7. Tangent space blendshape

    Hello guys, I am trying to recreate a tangent space blend shape in Houdini. Coming from Maya, I used a lot of tangent space blend shape to correct bad poses, and if fairly simple using the shape editor in newer Maya version. Now the question is, how can I create a similar custom blend shape in Houdini? Thanks for your help Gianluca
  8. Maya Camera to Houdini

    Hi, I'm trying to export camera from the Maya to Houdini, I removed all the dependencies and kept outside without grouping, I'm trying to export in alembic formate, but still, the alembic node in Houdini is unable to load the camera in Houdini... Any ideas for doing this? Thanks
  9. Hair Guide Transfer Issues

    Hey guys, I'm still fairly new to Houdini and I am trying to make a hair sim for a character on a short film I'm on. I have created my groom on a static mesh of the character and I want to transfer it to the animated mesh. I've imported an alembic cache from Maya, matched topologies with the static mesh, cached that matched mesh out, then brought it back in. I want to transfer the guides to this newly cached mesh, but when I use the guide transfer node, it creates multiple instances of my groom and scatters them around the space. I have also tried the vellum constraint option "attach to geometry" with only the root points selected, hoping the rest of the curves will follow but only the root points moved. Not only that, but they didn't spread across the mesh to their correct position. At this point, I'm not really sure what to do anymore. Any recommendations are welcome. I can attach the file too but I'm not sure if that would be much use since you would need the cache files too.
  10. Women Character Rigging

    Hey, Hi, I want to rig a realistic women character, Can someone tell me what is the way to rig a realistic character I'm planning to use a Advanced skeleton in maya, and including the blendshapes can also be helpful? or else painting my own weights will give the better result? ThankU.
  11. 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...
  12. Hi , I have a houdini hda that generating some poly data , but the normal of the poly is weird , i tried to add a normal sop as point or vertex in houdini with different face angle inside my hda , but still can't get a good normal ? I tried also to change the setting for the hda in maya interface (“preserver mesh locked normals”) , but it didn't help . I attached an image to the result i get in maya to show the problem , if i load my hda in cinema 4d , it's give me a good poly normal by default ! Is there any solution to get a sharp or good normal ? any help is appreciated .
  13. Hi everyone, we meet a problem here. Our group are using Houdini to do the sand interaction effects, but we do the lighting in Maya. How could we do the transfer? For now, we just do the lighting in Houdini to try to match the lighting which we did in Maya. We use the Maya engine to import the sand particles from Houdini, but it occupied a lot of virtual memory. Is there anyone could help us ? We hope to find out how to solve this problem. Thanks a lot!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Looking forward to any suggestions!!!!!!
  14. I'm trying to transfer the Uvs from the model to same model which I made symmetrical... but UVs are stitching... I need exactly the same without stitching from the first input...how to resolve this!!!!????? the result should be like 2nd image
  15. 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!
  16. hi guys I did some render test with houdini and maya redshift renderer. I made particle in houdini then rendered it in maya using houdini engine and redshift proxy file. This image is that I tested to compare houdini redshift render and maya redshift render. A is houdini redshift B is maya redshift with importing particle by houdini Engine C is also maya redshift with importing particle by redshift proxy When I use B, alpha attribute for per particle is different from A and C. Is there any way to correct the alpha attribute? Thanks.
  17. So I cached my nparticles that were imported via houdini engine into maya. When I import them back into the scene via nCache > attach cache it makes a cacheblend input on the nparticles. Great, but when I open the scene on another computer on the network that does not have Houdini the cached particles do not load at all. I need to render this on a farm and be able to load the scene on any machine and see the particles.
  18. 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.
  19. Apologise for noob questions, I've only about 100hrs of Houdini so far, after over a decade of Maya use as a lighting TD. I have a file SOP of kitbash models from the link below. The come in as one mesh, obviously I'd like them as individual objects at the origin with centered pivots. There's no polySeparate, of course - but I can select points and modify-tab > extract and then in the object_merge node select transform: into Specified Object But this kitBash SOP has a hundred things in it. So: How would I go through all the separated hulls and create new objects from each? Sounds like a job for a Python, which is probably how I'd approach this in Maya. "for each hull in fileSop:" kind of thing. I realise there's the 'Maya' way of thinking I need to kinda drop, but at the moment it's the only way I know. Thanks in advance! Obj from here : https://gumroad.com/olegushenok
  20. Hey, total noon here Just started learning houdini recently. Made a candle flame and adjusted it like I wanted it. When I am converting it to VDBs I can't get the density right and thus it looks wrong or is invisible in maya. The file is attached, any help is appreciated CandleJet.hip
  21. 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
  22. Connecting edges

    I'm beginning my switch to houdini from maya, a simple question, in maya we can select two or more edges and the choose to connect them with 1 or mor cuts, is there a way in Houdini to do the same thing ?
  23. Hey guys, I'm pretty new to Houdini and I'm doing a train crashing through a wall. Currently I'm trying to export the animation of the crashing wall (via Alembic (~600mb/frame) to Maya Arnold to shade and render it. Viewing it in the viewport of Maya is no problem but as soon as I try to look at it in render view Maya freezes. Is there an easier way to export the crash Animation of the Wall to Maya? Or some option in Maya to make it easier? I fractured the wall with some detail with the RBD Material Fracture Node and unpacked the dopimport before I exported it to an Alembic. In the hip file is only the fractured wall for testing Thanks for the help wall_test.hipnc
  24. APPLY NOW As an award-winning animation studio, arx anima is specialized in high-end character animation and development. For our upcoming feature film we are currently looking for motivated, integer people with a hands-on mentality and an open mindset. We truly believe that building up a positive working environment automatically crafts happiness on all ends. As the CG Supervisor you will work closely with the Head of Computer Graphics and Production Manager to identify potential strategies, assess technical options and evaluate production schedules. You participate as a leader and hands-on contributor through all stages of Preproduction and Production. Working period: We are looking for you to start working as soon as possible - approximately throughout the end of 2020 Location: Preproduction will take place in Vienna, Austria - the world’s most liveable city - until the end of August 2019. You are willing to move to Las Palmas after the preproduction phase with regard to proceed with production on the charismatic island of Gran Canaria. Responsibilities: You are able to evaluate all the assets already available in pre production and to finalize the production needs, verifying fidelity and level of detail of the designs and verifying technical usability You are curious and a communication talent. You like to explore and establish workflows to be in use during the production phase: Best appliance for each department from asset to rendering Define a framework for the interdepartmental communication and process implementation Your heart beats for setting quality standards for the characters in terms of visual look, rigging functionalities, hair / fur and cloth dynamics behaviour and style, in teamwork with the Character Supervisor. You responsibly prototype and evaluate environment as regards of dimension and complexity, usability during the layout phase and later phases and methodologies to migrate from proxies to final assets, in collaboration with the Environment Supervisor. We appreciate your reliability. You set and assure quality for the crowd, e g. technology, animation methods, density of the agents, complexity of the interactions and rendering methodologies. Requirements: For the open position as a CG supervisor you will bring Experience in producing animated movies and/or series in the same or a similar position for at least 3 years Strong leadership skills with a solution driven mindset The ability to design workflows and handle complexity Deep understanding of the technical needs to define the production requirements A technology driven mindset in order to allow the artists to focus on their artistic work Experience in production with fur and cloth is required Proven technical knowledge of Maya and Houdini is a benefit Deep understanding of the relevance of the asset department to ensure a smooth production workflow is a high advantage Ability to delegate and empower your team Social skills for your fellow coworkers, including 50GB of humor and respect Ability to implement and maintain an open and respectful feedback culture APPLY NOW We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age or marital status.
  25. 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.
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