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How could I export from Maya to Houdini, but still access the shader a


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Edit: Title shortened into a real winner.

 

The 3rd party modeling/layout -> Alembic -> Houdini workflow is pretty much flawless, but one thing I run up against is the inability to have shader assignments come along for the ride into Houdini. Obviously don't need the shaders themselves at all, but what I do need is access to that assignment information if possible.

 

Anyone have any kind of solution to that?

 

The only idea I've come up with so far:

 

  1. Do the standard Alembic export from Maya; you'd use this to get the proper geometry names
  2. After this, in Maya, run a script to rename every piece of geo with the name of the shader attached to it. Granted you'll get "dark_steel1" "dark_steel2" etc., but that doesn't matter for these purposes.
  3. Export this as a second Alembic file.
  4. Import it into Houdini, and attribcopy over the secondary path attribute...assuming the path hierarchy order remains identical despite the new geo names.
Edited by Kardonn
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