kobataro Posted February 19, 2014 Share Posted February 19, 2014 Hi, I'm new to Houdini. (it's been almost 2 months now...and i have a question...) What I'd like to know is that, is there any way to export fractured and simulated scene as separated alembic files(original, proxy) at once? ----- What I'm doing now is that fracturing wood watchtowers in houdini, then exporting back to Maya as .abc files for additional cloth and ropes simulation inside Maya. Due to the large scene size, I have to make "proxy objects" of wood watchtower using proxy_primgroups_qL node, then export another .abc files. (it's used for proxy rigidBodySurface / dynamicConstraints for ncloth, and seems faster if I made another .abc file just for proxy. not including everything.) However when i came to exporting stage using ROP as I attached image, I realised that i have to simulate twice(or more) and i'm thinking it is time consuming. Any help would be greatly appreciated. (including the answers of "No you can't!! Batch it when you go home",too! ) Cheers, kobataro Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted February 19, 2014 Share Posted February 19, 2014 Your screenshot is not enough to help us telling what is wrong but here's some assumptions: You could always export the full geo as bgeos first, bring them back, delete the parts you don't need and then create the alembic caches. Although I don't really see why each alembic export would be re-cooking the same simulation every time... unless you disabled caching on you DOP networks, did you? Anyway, when in doubt, cache your simulation prior to processing it's results. Cheers Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted February 19, 2014 Share Posted February 19, 2014 What I'm doing now is that fracturing wood watchtowers in houdini, then exporting back to Maya as .abc files for additional cloth and ropes simulation inside Maya. Also, if I were you I'd rather do the cloth/rope sims in houdini... Especially if it's just environmental cloth (banners and stuff), you'd be surprised how easy it is to set those up. Cheers Quote Link to comment Share on other sites More sharing options...
kobataro Posted February 20, 2014 Author Share Posted February 20, 2014 You could always export the full geo as bgeos first, bring them back, delete the parts you don't need and then create the alembic caches. Although I don't really see why each alembic export would be re-cooking the same simulation every time... unless you disabled caching on you DOP networks, did you? Thanks for your comment, Rafaelfs. and sorry that I couldnt give you enough info! Although it takes harddrive space, caching bgeos first then exporting .abc files make sense to me Also, if I were you I'd rather do the cloth/rope sims in houdini... Especially if it's just environmental cloth (banners and stuff), you'd be surprised how easy it is to set those up. Cheers Yep...I familiar with maya, so I felt simming ncloth is faster... however it wasn't!! (i have to setup manually each time i updated .abc files... lol i should have done it in houdini....) When i get chance, I'll set up easy scene so you can have a look at it. Cheers, kobataro Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 20, 2014 Share Posted February 20, 2014 Are you rendering each ROP one by one, or frame by frame? It shouldn't resim if you do frame by frame. Quote Link to comment Share on other sites More sharing options...
kobataro Posted February 20, 2014 Author Share Posted February 20, 2014 (edited) Are you rendering each ROP one by one, or frame by frame? It shouldn't resim if you do frame by frame. Hi,David and thanks. I render each ROP one by one (node by node) , then import back to maya for rope and cloth sim. If I could set up ropes and cloths inside Houdini like he does, it would be awesome... (Using scatter... copySOP to place cloth > sim, creating ropes by scatterSOP...connect points... procedurally...ughhhh... I haven't got this skill yet, but I'll try hard because I'm starting to ge fun with Houdini, too!!) I'll try when I got home , and sorry I couldn't show the WIP image, too!! Cheers, kobataro Edited February 20, 2014 by kobataro Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 20, 2014 Share Posted February 20, 2014 I render each ROP one by one (node by node) , then import back to maya for rope and cloth sim. Ah right, maybe thats how alembic works, its just one big file. Then definitely render to bgeos first as rafael said, frame by frame, and then turn those into alembic. Quote Link to comment Share on other sites More sharing options...
edward Posted February 22, 2014 Share Posted February 22, 2014 Look into the Frame Dependency and/or the Batch ROP. I always forget how to set it up so that all each ROP's frame gets rendered before going to the next frame but it's possible. Quote Link to comment Share on other sites More sharing options...
kobataro Posted February 25, 2014 Author Share Posted February 25, 2014 David > Even though it takes a bit of harddrive space, exporting .bgeo worked well. Thanks for the comment!! Edward > Yes! Sometimes i forget to set it up or overwrite the important cache/renderimages..etc, too. Thanks for your comment, too. Quote Link to comment Share on other sites More sharing options...
kobataro Posted February 25, 2014 Author Share Posted February 25, 2014 So I ended up with trying those Rope and Cloth simulation in Houdini... (because I nearly got tir..ed? with re-setting up Rope,Cloth's dyConstraint by hand...) fingers cros...s..e.d...... 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.