anthonymcgrath Posted June 6 Share Posted June 6 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!) 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... I then set it up with rbdmaterialfracture and then some uv nodes to texture the inner pieces.. 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 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... 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 Quote Link to comment Share on other sites More sharing options...
Sepu Posted June 6 Share Posted June 6 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. 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 6 Author Share Posted June 6 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. 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? Quote Link to comment Share on other sites More sharing options...
fencer Posted June 6 Share Posted June 6 Nice shot! Try to split inside and outside geometry, unpack before exporting to alembic. shot_MIND_0110_setup_v002_clean.hip 2 Quote Link to comment Share on other sites More sharing options...
Sepu Posted June 6 Share Posted June 6 Yes, correct. Just do your material in the hypershade then just drag and drop the material into the graph, render, and voila 2 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 6 Author Share Posted June 6 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! Quote Link to comment Share on other sites More sharing options...
haggi Posted June 8 Share Posted June 8 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. 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 10 Author Share Posted June 10 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! 1 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.