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Found 158 results

  1. Export spectra map to maya

    Hi, I want to export spectra value from Ocean evaluate - Export to Texture from Houdini and I want to apply same texture to maya and render in maya>arnold or redshift. If there is any help would be highly appreciated . Basically I need to render Ocean Simulation in maya instead of Houdini . Please Help!
  2. i have a problem with UVs , when i export an alembic file with UVs from houdini and open the cache in maya i only get the UVs for the first frame other frames lose the UVs but when i open the same file in blender UVs work just fine
  3. Use filecache in Houdini Engine

    Hi forum, I am trying to get the File Cache working in Houdini Engine(using Maya). It works perfectly in Houdini but when tried to use it in Maya 2020 it doesn't cache anything. I also tried caching out ROP Alembic Output Node(just for test), but it makes a file but not caching properly. Also tried ROP Geometry Output but the same problem as the File Cache node. Anyone successfully made the file cache working using Houdini Engine? I really appreciate your advice if anyone knows how to accomplish this. I attached the HDA below, please look if anyone has time for this. Thank you in advance. seed_animation_exporter.hda
  4. Technical animator

    UPP Advertising (www.upp.cz/advertising) is currently looking for skilled Technical animator for a project from 18.3.! If you can animate a flying realistic car - More info / To apply send an email to martina.sramkova@upp.cz Remote work available.
  5. Hi. I am trying to make a simple HDA which will drop down an asset on another asset. It works fine inside Houdini but it doesn't work in UE4 or Max. What is wrong with current setup? drop_dop.hda
  6. This might be more of a Maya question, but I have yet to find a Maya forum where one can find an answer within a year . . . . (Also, I've Googled aplenty and this question doesn't appear to have been asked since 2014.) I'm exporting an alembic of geo for use in Maya. I've made sure the Cd values are promoted to vertices so Maya can read them, but when I import it into Maya, on the first frame (1000.0) the colors are clearly there in the viewport, and in Mesh Display-->Color Set Editor Cd(RGBA) shows. The thing is, the minute I change frames it is gone, not appearing in the viewport, not showing up through Arnold's User Data Color, and not in the color set editor--even if I go back to frame 1000 it is gone. I've tried it both with and without "export vertex colors" checked in the Arnold tab on the shape node in Maya and even if it's just on frame 1000(.0) with the color set showing Arnold's user color node isn't seeing it (or piping it into the render, at least). If I bring the import back into Houdini it works great. What am I doing wrong?
  7. So I recently stumbled onto the Motion Path Handles Tool which allows you to visualize your animation curves in 3d space and also edit your keyframes in 3d space as well. I absolutely love this feature but from what i've read and experimented with it only seems you can get this Motion Path Handle UI tool at the OBJ level as it requires you to have the Pose mode selected on the left hand side of the Viewport. I was hoping someone could help me find a way to use this Motion Path Handle tool at the SOP level for a kineFX rig on say a rig pose node or something. If nothing like this exists at the SOPs level yet maybe we could brainstorm a way to either get something similar working at SOPs level, or how to procedurally import joints up to the OBJ level to be controlled with Nulls and therefor could use the Pose tool and the Motion Path Handle animation UI at OBJ level still. Motion Path Handles: https://www.sidefx.com/docs/houdini/basics/motionpath.html
  8. Using Engine I have been able to import a particle cache into Maya just fine. Scale and color came through and were easily applied in Arnold. However, I need to recache the particles as a Maya nParticle cache to hand it off to someone else not using Houdini Engine. I can get it to cache the general position/lifespan, but it doesn't appear that any color/scale(radiusPP)/alpha(/transparency) information is in the re-cache. How can I make sure those attributes make it through to the nParticles (re)cache? Thanks for any help!
  9. I have an alembic cache of fluid running down from Houdini, then I bring it to Maya 2020 to render with motion blur. As I turn on motion blur option in Maya, it runs an error saying the normal changing from 1155536 -> 1155530. How do I fix this problem?
  10. Hi, i've been trying to export my fur from Houdini to be rendered into maya with redshift through rop alembic, but when I cache the nurbs they don't render at all, so I tried to convert the fur with a polywire and exported in fbx. It works, but it's still a polywire, what am I supposed to do to maintain the original fur? (Tried to install redshift in Houdini for a proxy export, checked the .env file with the correct path installation, but the plug-in won't show off in the houdini shelf). Should I try to cache in bgeo and make the hairgen a digital asset with Houdini engine or there are other ways to make this work? I'm using Houdini v. 18.5.408 and redshift v. 3.0.31.
  11. I would like to input Maya geometry into the HDA, which then will do it's magic, like placing that 1 geo 100 times, and then instance it when baked.
  12. In my HDA I make simple geometry. In Maya I want to select these separate geometry and based on this selection I want to do stuff with it in the HDA. Basically, the geo made in Houdini, how can I use the selection made in Maya and send that to Houdini. Is there a simple way of doing this?
  13. Hey, Trying to workout a good asset workflow coming from Maya to Houdini. Geometry wise we are using Alembic and I'd like to add an attribute in Maya (or similar method) to define what materials are assigned to what geometry (shape assignment, never face assignment). Then in houdini use that attribute to assign materials to the alembic cache. So far I've managed to add a string attr to the shape nodes in Maya and export that into houdini fine. Once the alembic is unpacked I can see the attributes there. I cant seem to get those prim attributes to be used in the material node downstream though, as you could do with groups for instance. Any tips would be much appreciated, or other workflows that could be better. Cheers
  14. Hi, I would like to ask how to export instanced geometry using Instance Node to FBX? I would like to get the instanced geometry out to work with it in Maya LT (that's why FBX) Thank you in advance!
  15. New poll by Henning Sanden (flippednormals - About maya users switching to Houdini
  16. 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..!
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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.
  22. 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
  23. 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
  24. 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.
  25. 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.
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