MotzVFX Posted August 11, 2007 Share Posted August 11, 2007 Hey, I was wondering if there is an esay way to write a shader in Hypershade in Maya, then export that and apply it to a model/particle sim in houdini. I see a lot of topics on exporting animations and models, but none on shaders. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 11, 2007 Share Posted August 11, 2007 I'm sure there is nothing of this sort out there, but it's an interesting idea. I don't know a whole lot about the Hypershade but I wonder if many of the Hypershade nodes could be mimicked in VOP nodes and then have the network rebuilt and its parameters set (by a script, of course). Anyone on odforce know if there are some fundamental differences which might make this impossible? Quote Link to comment Share on other sites More sharing options...
symek Posted August 11, 2007 Share Posted August 11, 2007 Jason, but you surely know that simple shaders are easy to mimic by hand and advanced are hard to mimic automatically. I think sum][one had such a script for XSI. I wonder how many times he has used it..? Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted August 12, 2007 Share Posted August 12, 2007 good idea. But i think its easier to build the shading network in houdini, if you wanna render in houdini. Because houdini handles Uvs in other ways, how maya does. I think its hard to create a converter. iam working in feature film as texturing artist, sometimes as houdini artist in that produktion, i can say to you, if its possible we got it since a year in our pipeline...I think it ist possible but hard to code. So we use 2martian glue" to convert between both. And sometimes we script in maya something so we can handle it, how we need. I wish you good luck to develope. Ps dont forget it to build in houdini 9 not 8 because somethings going wrong when you open 8 files in 9. Like my splitup tool, it dosent work in houdini 9. FUCK Quote Link to comment Share on other sites More sharing options...
Jason Posted August 12, 2007 Share Posted August 12, 2007 good idea. But i think its easier to build the shading network in houdini, if you wanna render in houdini. Because houdini handles Uvs in other ways, how maya does. I think its hard to create a converter. iam working in feature film as texturing artist, sometimes as houdini artist in that produktion, i can say to you, if its possible we got it since a year in our pipeline...I think it ist possible but hard to code. So we use 2martian glue" to convert between both. And sometimes we script in maya something so we can handle it, how we need. As opposed to being truly useful for conversion purposes, I wonder if it'll be good to build Hypershade VOPs merely to help existing Maya users make a transition to VOPs? Having familiar names and operations in Houdini as they do in Maya might help Maya users make the jump. Ps dont forget it to build in houdini 9 not 8 because somethings going wrong when you open 8 files in 9. Like my splitup tool, it dosent work in houdini 9. FUCK For some things, yeah, they broke compatibility in the name of progress, but do you think that your splitup tool doesn't operate anymore due to a bug in H9? If so, I'd send your tool and some email to them (or post on their forum) explaining the issue and perhaps they can fix it? Quote Link to comment Share on other sites More sharing options...
lynbo Posted September 5, 2007 Share Posted September 5, 2007 Would the fact that you can save out - export from Hypershade an .ma file (which is ascii) help in the transition from one to the other? Could a conversion utility be written in python to do some of this? Quote Link to comment Share on other sites More sharing options...
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