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Found 110 results

  1. I know Houdini focus has been VFX, I have few questions regarding cinematic pipeline. Hero characters, close shots UDIM-s etc. I know by the fact UDIM-s are used in films and often also on hero characters and in VFX pipeline. Main reasin is that you have more control over texture details on specific model. For example: If i have a character face and i need specific part of that face to be more detailed then other i have udim-s and that specific part (UDIM tile / UV tile) that covers that area of face has higher UV texture resolution thus means that that area can have more detailed / higher rez textures. Now typical pipeline i understand is so called Sketch to screen workflow. (same workflow that Aaron Sims Creative Studio uses) and many others. 1. Model is sculpted 2. Model retopology is done (retopo that supports and follows basics for topo that is needed for animation) 3. Model is animated (in maya or houdini) 4. Model is textured (ptex or UV-s) 5. VFX is created 6. Look dev that means shaders are created, lights are created etc) 7. VFX compositing (nuke etc) 8. and final shot(s) are rendered. What i struggle is how to proceed with my pipeline. Need to focus on specific things and not to try study full program as houdini is huge. Need to take one project and step by step try to complete it. SO at the moment regarding my project> 1. Sculpting part is done 2. Retopology part is done 3. UV-s are done (Used Unfold 3D( and model has UDIM UV-tiles 4, Model is tegxtured in Mari (So now model has UDIM textures) tho i was thinking for second to try ptex also but i think it does not support xyz texturing method. And now i am strugeling with shader building as there are not many good tutorials regarding Houdini skinn shader-s. And not getting good result with those. For second i was thinking to use substance painter as in that case you do not have to build shader from scratch. Example https://www.youtube.com/watch?v=gaUoYyWfMzE&t=75s But problem is that Substance does not have fully implemented full UDIM-s support. It does support UDIM-s but you cant paint seamlesly over model that has UDIM-s. Explained here https://www.youtube.com/watch?v=ihQTBc_e8DM So now i was thinking may be i can do skin shader in Maya as there are way more maya btutorials regarding UDIM-s and skin shaders then there is Houdini, But as my plan was also to create VFX effect i would try to do it in Houdini. And now arises question can i do VFX in houdini and shaders in maya and some how bring those over to Houdini or vice versa_
  2. Hi, I was following the doc https://www.sidefx.com/docs/maya/_maya__mesh.html#Maya_Mesh_MultiplePieces_Output. I can make color set name to works when it is a single entry, but I have a problem with the array. The color set data in Maya was correct, but the name reverted back to Cd, Cd2 instead. Is there anything I missed? I'm using Houdini 16.5.473, 10 Maya 2017, and engine 16.5.473 on win 10.
  3. I would like to have the same Redshift Light setup from Maya, in Houdini. First I created a simple Maya script that copy's the RSlight attributes like intensity etc and places it in a .txt Now in houdini, I want to create RSlights on the same position, with the same attributes. The text file will look something like this '''[rslight1(x,y,z, 100 # intensity)rslight2(x,y,z, 50 # intensity)]''' How would I approach this in Houdini? My thanks
  4. I can't take credit for it, but it needed to be shared. This made me cry with laughter.
  5. Pyro to Maya

    Hey magicians, What's the best pipeline to export pyro to maya? I'm working at houdini scale and I think maya scene is x1000 so I'm worried that the smoke probably will look bad. Any tips will be really appreciated Thanks!
  6. Hi, Recently I had to develop a method for Alembic Sequence files export from Houdini and Load Alembic Sequence files in Maya, I couldn’t find any solution for this problem at that time, so I decided to develop some Python script to do these tricks. Below you can find my tutorial and source files for abc sequence files Houdini to Maya. Hope you find this useful in your workflow. If you have any questions or anything feel free to replay here. Thanks, Mahesh MS. HELP_abc_sequence_files_Houdini_to_Maya.pdf abc_seq.zip
  7. Hi, Recently I had to develop a method for Alembic Sequence files export from Houdini and Load Alembic Sequence files in Maya, I couldn’t find any solution for this problem at that time, so I decided to develop some Python script to do these tricks. Below you can find my tutorial and source files for abc sequence files Houdini to Maya. Hope you find this useful in your workflow. If you have any questions or anything feel free to replay here. Thanks, Mahesh MS. HELP_abc_sequence_files_Houdini_to_Maya.pdf abc_seq.zip
  8. Hi forum. I am trying to export simulated curves from Houdini into Maya using Alembics so they drive the XGen anim curves. I have exported curves from Xgen into Houdini and connected them to the 16.5 Hair System and simulated them. The problem is the Alembics from Houdini are exporting all the curves as shape nodes under one curve, instead of exporting each curve separately. XGen's Anim nodes wont read these. Does anyone know how to export curves from Houdini into Maya with Alembics without them packing?
  9. Hi! I'm having huge problems creating a scene in maya: I have to create an animation of a set of sheets of paper that runs along a curve around an object like a kind of magic. Is there anybody who could tell me what kind of pipeline I have to adopt or who could give me some advice on how to approach to the problem? For now I have approached the scene using first ncloth on a single sheet of paper, after which I created a vortex field but does not allow any kind of control of the mesh. So I tried to bind the sheets to a curve with the attract mesh but even here I did not succeed. "Help me Obi Wan you're my only hope" many thanks Lorenzo
  10. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
  11. guided ocean from animated geometry

    Hello this question was originally asked here (and I have pretty much the same question) https://www.sidefx.com/forum/topic/46028/ "I am wondering if it's possible to simulate a thin layer of ocean from any given geometry mesh in houdini?" Or from my input mesh that is a deforming animated plane? It is basically wave previs anim from Maya -- I am looking to drive a flip sim with this animation similarly to bifrost guided parameters: In the sidefx forum I linked someone mentioned "- detect position of flip particle if it is below or above the surface if below the surface but the distance with the surface is below a certain threshold advect it by the point velocity. if the distance is more than the treshold it get deleted every frame." I was wondering if someone can headstart me with how to go about this implementation, does this process need to be done within the solver? Thank you all for your time! -Shane
  12. Group of friends and I are starting a small project, and while we're doing all rigging/animation in Maya, some characters rely on effects that would be much more easily achieved in Houdini. These are generally quite basic, and we're looking to minimise the amount of shot-specific work to be done - I'll ideally write the effect once, and use it over the whole show. Once I have an abc or fbx export, what is the best way of reading that in Houdini to the maximum level of detail? For example, one character has panels of LEDs that form screens, which in turn display depth maps calculated from each LED's normal - there are about four hundred separate LEDs, so ideally I would have a locator for each one, with X facing out the normal, bake out character anim as fbx, import into Houdini and just instance a setup across each locator - I don't know how to do that. Others require things like sparks between contacts, thrusters, etc. How is it best to achieve this? Via Metadata? Naming convention? Custom attributes on locators? The other approach is to use HDA in Maya, which I know nothing about - ideally would like to keep the two separate, if nothing other than to make look dev easier. Let me know your ideas. Thanks!
  13. Hello all, Getting to it I have a camera in Maya with camera shake enabled. I know baking can only work if the Horizontal Shake and Vertical shake options have been moved from the background to the channel box with the Channel Control in the shape node of the camera. Once it's baked I export it as .fbx into Houdini(16.5 if it matters). But the camera shake still doesn't show up in Houdini. Also of note, I looked through the camera settings in Houdini and I don't find anything similar to a camera shake option in there, so maybe because there isn't a setting it won't use that baked information but I am truly stuck. For fun I attached the camera, don't know if it's useful but its there. TL;DR = Camera shake from Maya camera doesn't import into Houdini, what do? Thanks. Edit for all the people out there. The solution is to just not use .fbx. Just use alembic guys, it works. Hopefully somebody else in the future will be able to use this advice so they didn't have to be me scrolling around google for two hours. CameraExport_01.fbx
  14. Hi everyone, We're currently looking for a talented Pipeline TD and Pipeline Assistant to join us at our 80-seat facility in Bournemouth, UK. This is a fantastic opportunity to join a burgeoning pipeline team and make your mark on an exciting young VFX operation. We work across feature film, high-end TV and commercials simultaneously and have recently worked on Jurassic World 2, One Strange Rock, Electric Dreams and 47 Meters Down, to name a few. You'll find the individual job specs at outpostvx.co.uk/careers. CVs to talent@outpostvfx.co.uk please. UK-eligible applicants only. Thanks for reading!
  15. Hey all ok I have a simple joint chain anim done in Maya.. 4 bones and a tube animating to bend the tube. I've imported it as fbx (merged into scene).. it all comes in as a subnet package with joints and skinned mesh. All looks good. So I've been testing the muscle sim and basically I'm connecting the muscle start and end points to joints in the subnet. Right now it seems to work fine.. joints animate.. muscles follow. However I now need to update the anim on the 4 joint system. This is easy enough Maya side.. animate.. export fbx.. job done. BUT.. now I want to replace the existing bones/skel animation data with the one from my new fbx. And I've no idea how to do that. Can anyone help here please? Id be a bit miffed if I need to keep reparenting all those muscle nodes each time an anim changes lol. Ta! Ant
  16. Hello everyone, I have a problem on rendering bifrost surface in maya 2018,this is my render test: I have the velocity pass and displacement map output by Boss, but how can I render mesh by velocity? It means that the splash which with high velocity will be rendered with no displacement, and the other part of mesh which with low velocity will be rendered with displacement, I just want to render the surface with no thickness, how to cut the mesh in rendering? so I can render the mesh just like this: or is there any other way to render mesh? I want the splash is rendered with no displacement, and the other part of mesh rendered with displacement, and the mesh will be combined with outside infinite ocean, which can be rendered with the same boss displacement map. This is my RnD: Can anyone help me? Thanks!
  17. Hello everyone, I have a problem on rendering bifrost surface in maya 2018,this is my render test: I have the velocity pass and displacement map output by Boss, but how can I render mesh by velocity? It means that the splash which with high velocity will be rendered with no displacement, and the other part of mesh which with low velocity will be rendered with displacement, I just want to render the surface with no thickness, how to cut the mesh in rendering? so I can render the mesh just like this: or is there any other way to render mesh? I want the splash is rendered with no displacement, and the other part of mesh rendered with displacement, and the mesh will be combined with outside infinite ocean, which can be rendered with the same boss displacement map. This is my RnD:
  18. Hey everyone, I just released my Pipeline called Prism, which I developed over the last few years. Prism is an artist-friendly Pipeline, mainly for animation and VFX projects, but it can help anyone who works within the CG industry. Prism does not only manage your scenefiles, exports and imports, but it also takes care of your playblasts, renderings and more. Prism works with many industry standard tools out of the box. This includes Houdini, Maya, 3ds Max, Blender and Nuke. And finally, Prism is free to use! Here is a short introduction video of Prism: https://vimeo.com/265003976 You can download it for free on the website: https://prism-pipeline.com/
  19. I'm using a userSetup.py script to do some setup in Maya during launch. However, some things are not happening as expected, and I can't seem to find the output of Maya's stdout during startup to debug. For example, if I put the line print "Testing stuff..." into userSetup.py, I cannot find where it gets printed. It does not show up in the Script Editor after Maya launches, it does not get written to the shell if I launch Maya via cmd prompt > maya.exe, and it does not get written out to the output file if I set MAYA_CMD_FILE_OUTPUT in my Maya.env Where can I find the stdout from Maya's startup process??
  20. Export Points to maya 2017

    Hi, I looking for a way to export points/particles from houdini to maya. Houdini 16.5, Maya 2017. I've tried exporting in alembic, importing in maya with exocortex, but nothing work. Houdini digital asset is not a solution for me (render farm, licenses ...). Any solution ? Thanks a lot
  21. Hi all, After researching for some days, apparently there is no way to export Houdini transform handles into Maya through the digital asset (correct me if i'm wrong). So one way i found to do this would be through the Maya connection editor between a locator and the Houdini asset. So, in Houdini i have a grid and a sphere and the sphere is controlling the grid extrusion by its position and scale attribute. It is a very simple setup with attribute transfer to test in Maya and everything is working fine except one thing. My goal is to control the sphere inside Maya with the traditional "transform handle" so i can control where the extrusion on the grid is happening by moving the handle instead of typing numbers. Once i imported the asset in Maya, i could attach the locator transform handle to the whole asset using the connection editor however, i cannot see the sphere transform node parameter from Houdini in the connection editor, only the main translation parameter that controls the whole asset. After that, the result that i got so far is the locator translation handle transforming the whole asset and not only the sphere inside the asset and therefore, i cannot move the extrusion around. That said, in this case, does anyone know how to connect the sphere transform parameters to the locator handle in Maya through the connection editor so i could control the extrusion on the grid? Any info would be appreciated. Thanks
  22. Hello everyone, I am currently having some trouble exporting my RBD simulations from Houdini to Maya, rendering with Arnold. Namely with UVs and motion blur. Although I have uv and v attributes, none of them transfer correctly, uvs are lost and motion blur looks streaky in some frames. I recall having no problem with voronoi fractures but this time I am using booleans to generate the fractured pieces. I have tried using both .ass files and alembics with no luck. I am curious to hear about your workflows. Thanks in advanced. David.
  23. - Hello everyone im trying to render pyro sim in maya and the problem is fire doesn't appear, instead it show blocky voxel like in the render my setup was : created pyro sim from shelf (Exploison) exporting the sim after converting it to vdb, load in maya via arnold volume (grid density) added aiStandard to the volume, than aiStandardVolume to shading group (in this stat only smoke is visible) So when i try to make emission type "channel" and the channel heat i get this blocky voxel issue Thank you
  24. Importing BEGO to Maya

    Hey guys, Is there a way to directly import BGEO's into Maya? I've seen a plugin floating around the internet, but it's so out-of-date the newer versions of Maya won't accept it. I'd prefer to do this rather than re-export an already heavy BGEO file, which will take time...
  25. Hello! So I'm not sure if I should be posting this in a Maya forum, but I'm having issues with constrained objects in Houdini. The object was rigged in Maya and then exported to be rendered in Houdini, but when brought into Houdini, on certain frames the parent constraints freak out and cause a weird effect ( show in the picture ) I've narrowed it down to the objects that are being parented. I've tried to delete the constraint and just parenting under the geo, still no luck. Has anyone else ever encountered this? If so what did you do to fix it? Thanks
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