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Houdini to Maya


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Hi there.

Im doing some testing of how to implement Houdini in your pipeline.

We are a very small office with very limited resources. So we are very dependant

on solutions out of the box.

I have had a very good eye Houdini and its powerfull featutes - but we have a

renderfarm comitted to Maya. So before investing a lot of $`s I like to know

if there is a good bridge between Houdini -> Maya

I have read a bit about the Point Oven plugin for Maya - Does anyone of you

have any experience with this??

Any inputs or thoughts would be much appriciated

Cheers

Erik

duckling

Edited by Ezz
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For Animatio, DOP simulation and PointOven is very good, i use it in production to transfer data from Maya to Houdini and back...

FBX is good to.

For particles you can use Realflow plugin...

Hello GeeGee

Thanks for your words. Ill give PointOven a try. 99$ for a licence isnt much.

Erik

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Some notes about Point Oven (which means the lighwave MDD format):

- it only supports animated point position data

- no changing point counts across frames

Oh... That was what I was hoping for.

So for changing pointcounts you need a prober *.obj-importer

for Maya.

The thing is, that I am a bit worried about using Mantra as my render.

Firstly I think VEX is powerfull, but it takes time to learn and set up.

Secondly the prebuild shaders are very good, but lacking

some features ( or maybe I missed something )

Sure Mantra looks cool, but Im just intimidated by the fact that there so little documentation

on how to create shaders.

Well maybe I just need to jump right out in it.

Thanks for your inputs

Erik

duckling

Edited by Ezz
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  • 1 month later...
For Animatio, DOP simulation and PointOven is very good, i use it in production to transfer data from Maya to Houdini and back...

FBX is good to.

For particles you can use Realflow plugin...

And you are using the realflow-plugin in the same version where you have fbx-import (VC8) ?? I can

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