doctor3d Posted November 8, 2010 Share Posted November 8, 2010 (edited) Hi all I'm new to houdini I'm learning slowly I intend to use houdini in dynamics simulations use it with 3ds max i have a problem in exporting fbx ...the meshes isn't smooth like the way it appears in houdini .. its not polygons its Triangles and it seems very hard surface even with turbosmooth 2 levels is it a proplem from export settings or what ? Edited November 8, 2010 by doctor3d Quote Link to comment Share on other sites More sharing options...
Solitude Posted November 8, 2010 Share Posted November 8, 2010 Hi all I'm new to houdini I'm learning slowly I intend to use houdini in dynamics simulations use it with 3ds max i have a problem in exporting fbx ...the meshes isn't smooth like the way it appears in houdini .. its not polygons its Triangles and it seems very hard surface even with turbosmooth 2 levels is it a proplem from export settings or what ? It's just a normals thing -- try adding a "smooth" modifier and see if that fixes it. Quote Link to comment Share on other sites More sharing options...
doctor3d Posted November 8, 2010 Author Share Posted November 8, 2010 It's just a normals thing -- try adding a "smooth" modifier and see if that fixes it. smooth doesn't understand triangles it still as it is is export to maya has the same trianglated faces proplem ? any plugins to export meshes in quads ? Quote Link to comment Share on other sites More sharing options...
ben Posted November 8, 2010 Share Posted November 8, 2010 Did you possibly export a geometry without normals or with incorrect ones ? If this is the case add a facet sop (and check post compute normals) before exporting. Or add a edit normals modifier in max, and reset or unify (I don't remember the exact term). Then add smooth modifier and chose your smoothing angle (tri or quad it doesn't matter). Quote Link to comment Share on other sites More sharing options...
mabulazm Posted November 9, 2010 Share Posted November 9, 2010 (edited) double reply Edited November 9, 2010 by mabulazm Quote Link to comment Share on other sites More sharing options...
mabulazm Posted November 9, 2010 Share Posted November 9, 2010 Hey I have tried to export as a OBJ from Houdini to Maya and it is working, but if you import it back from Maya and try to export it again, it is not working. FBX is not working me at all, it comes in Maya as an empty locator. sorry but am not using 3dmax Cheers Quote Link to comment Share on other sites More sharing options...
doctor3d Posted November 10, 2010 Author Share Posted November 10, 2010 Did you possibly export a geometry without normals or with incorrect ones ? If this is the case add a facet sop (and check post compute normals) before exporting. Or add a edit normals modifier in max, and reset or unify (I don't remember the exact term). Then add smooth modifier and chose your smoothing angle (tri or quad it doesn't matter). not working i tried facet node .. same result I tried normal modifier and problem still the same and its not normals issue .. I normals issues in max turn completly black i tried import fbx in softimage xsi and even imported fbx back to houdini the faces are triangles Hey I have tried to export as a OBJ from Houdini to Maya and it is working, but if you import it back from Maya and try to export it again, it is not working. FBX is not working me at all, it comes in Maya as an empty locator. sorry but am not using 3dmax Cheers the problem is obj. doesn't carry animation that's the issue but fbx work with me very well in one frame export attached 2 fbx exports one current frame and the other is frame range and they are the same settings Quote Link to comment Share on other sites More sharing options...
doctor3d Posted November 10, 2010 Author Share Posted November 10, 2010 with some searches I found some answers the problem is they programed fbx to act this way the vertex is separated ..isolated from each other in animation export I applied vertex weld and it worked but so heavy ..I don't know why and its only a drop of water..! I didn't try the weld option in maya yet. I found a script load obj seq. to max http://www.scriptspot.com/3ds-max/scripts/objloader-v1-4 sorry had to ask this how I export obj seq. animation from houdini I didn't find it in export settings ? Quote Link to comment Share on other sites More sharing options...
mabulazm Posted November 10, 2010 Share Posted November 10, 2010 (edited) just add ROP output driver, in the output file choose your path and file name + $F to render as a seq. filename$F.obj or filename$F3.obj to add pad number 001 ..... or $HIPNAME$F3.obj ----> this will give you ... file name (hip file name) + 001 which a very nice tip hope it helps have a look at this link : http://www.sidefx.com/docs/houdini11.0/rendering/expressions Happy Learning Edited November 10, 2010 by mabulazm Quote Link to comment Share on other sites More sharing options...
anim Posted November 10, 2010 Share Posted November 10, 2010 first of all pointcache will not work for you because you probably have different pointcount for each frame i don't know how fast OBJ sequence import for MAX is but if realflow import plugins for MAX are still free then you should try this Quote Link to comment Share on other sites More sharing options...
doctor3d Posted November 11, 2010 Author Share Posted November 11, 2010 thanks mabulazm it realy helps thanks anim bin files is great idea i'll try both ways obj and bin and see what happens thanks all Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.