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RBDfracturematerial and UV issue - uvs fine in Houdini.. in maya.. nope.. scene file included


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having a bit of a nightmare with this one...  this is my shot... hulk swinging a log at thanos lol (sorry for the 6mb gif!)
shot_MIND_0110.gif.gif.db7d4d8b590907a70c080c6bd53f84ad.gif

so i want the log to explode on impact


so my log geo was created and uv'd in maya... i exported as a cache with the animation as alembic... it all seems to come into Houdini nicely...
03.JPG.695f2fca2e2dbc66e1ff23dc85e8f891.JPG


I then set it up with rbdmaterialfracture and then some uv nodes to texture the inner pieces..
06.thumb.JPG.c163b149f400c6b7249f9dc46c6e477b.JPG


i just use a simple sphere for collision that i then shrink after impact and move down through the floor to get it out of the way lol!... I have my uv's on the log and it looks fairly nice overall i think... i'm using the rbdconfigure to switch between deforming and active ....thanks to @rohandalvi for his little video tutorial on youtube :)
02.JPG.f1950a06d66deec4d9f5769ca1a26da2.JPG


Here's where it gets tricky in maya... I'm exporting the cache as alembic but its not bringing the uvs in correctly... some parts seem to be nicely textured but then a bunch of chunks aren't working...  this is the log geo in Maya viewport and when rendered it doesn't texture those parts as needed...
05.JPG.3b4c77dda51df1b937d80e18b05dbd4b.JPG

Sorry for the longwinded post i just like to use pics to help it be more clear :)

I've included the log abc cache and a the hip file incase anyone wants to take a look and point out where i could be going wrong?

Thanks everyone!
Ant

shot_MIND_0110_log_v01.abc shot_MIND_0110_setup_v001_clean.hip

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It is working fine here through Bifrost as you can see. I would just load it through BF since the Alembic implementation is much better than vanilla Maya.

 

maya_stJRYJN6Xi.thumb.gif.851440ea40cfbc615570c84f3b7aed19.gifmaya_j7Vjdf4YV0.thumb.png.6d9f18f5e215b70c8de8fc31d6fefbf0.pngmaya_fClyZ502Q0.thumb.png.4c0937ad43f48d1269ba50dc724045d6.png

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2 minutes ago, Sepu said:

It is working fine here through Bifrost as you can see. I would just load it through BF since the Alembic implementation is much better than vanilla Maya.

 

maya_stJRYJN6Xi.thumb.gif.851440ea40cfbc615570c84f3b7aed19.gifmaya_j7Vjdf4YV0.thumb.png.6d9f18f5e215b70c8de8fc31d6fefbf0.pngmaya_fClyZ502Q0.thumb.png.4c0937ad43f48d1269ba50dc724045d6.png

oh wow - tbh i didn't know you could use bifrost to load it up.

So i could just load through bifrost and then assign my log/wood material?

 

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1 hour ago, fencer said:

Nice shot!

Try to split inside and outside geometry, unpack before exporting to alembic.


shot_MIND_0110_setup_v002_clean.hip 1.71 MB · 0 downloads

oh nice - major Duh on my part ...i didn't think of trying that and i've literally done that before now lol! thankyou!

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If you use Arnold for rendering, you can use an aiStandIn to load the alembic and if you have different materials, you can use Arnold Operators to assign it to the different objects.

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so thanks to everyone who offered advice - so after reading some stuff about importing alembic for bifrost and then for Arnold i thought oooo can i do that for vray?

Turns out you can by using the "import vray proxy" node :)   I just plug the file name in and then added the material and its looking alot better i think overall!

 

working.JPG

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