Jump to content

Dealing with Complex CG environement imported from another Package


vinyvince

Recommended Posts

 Lady and gentleman, Hi

Most examples are based on one surface, im just starting Houdini despite being in the industry for a decade, im wondering what would be the best approach to do FX not one only on one obj but a full complex scene cgi env imported for another rendered, where i could have all kind of geo, topology i mean, from high to low...

What would be your approach if i have not one objects but a full complex CG environment, photorealistic look. Could i merge convert all alembic input mesh, even if the topology is very different, convert it to one form of representation or not like VFB volume, point cloud *While keeping and baking all my textures inputs (several hundred), do FX deformation on this resulting object with the possibility to fracture the geo by adding more tessellation to face (will get a new shader mat for these new faces) and have a resulting deformed ob with the new mesh inside or better in a separate output?

Everything have to be export again at the end ...

Do my words make sense? :)

vince..
--------------
Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available Mid /end Feb 2017)
http://fr.linkedin.com/in/vincentthomas

Conceptset.jpg

Link to comment
Share on other sites

Hi Vincent,

This is something I run into at every studio I've worked at.  It is a challenge to transfer sets between packages.  Oftentimes sets were not built with ease of transfer or destructibility in mind. 

Alembic only handles geometry so it will not transfer over textures/shaders.  .FBX export will transfer over the shaders/vertex info.  But more, likely, than not, an entire set will not look as desired upon import.  

I've found that the most reliable method is to export .fbx into Houdini.  Then do an object merge into a new geometry node of each essential part of the set(and only what you need as there could potentially be hundreds of pieces).  Then at some point prior to export reassign each shader name to its corresponding piece.  

Additionally, if you are going to be destroying or changing your set geometry it is helpful to keep in mind that the voronoi fracture HDA can create inside and outside groups which you can later use to assign shaders to the inside or outside pieces. 

Good Luck!   

 

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...