sky Posted June 2, 2003 Share Posted June 2, 2003 Hi Is there a way import max modeling data which was textured at max into houdini ? If so, is it possible to import sequence modeling data ? Thanks Quote Link to comment Share on other sites More sharing options...
MG Posted June 2, 2003 Share Posted June 2, 2003 You could try to find yourself a nice, free, OBJ exporter plug-in for 3dsmax. Houdini can import Wavefront OBJs with UV-coordinates intact. Or you could use MaxMan to generate a RIB file and import it into Houdini via AlienGlue. It's going to cost you some, this way. Or you could try writting your own Autodesk 3DS interpretter, but this can be pretty time consuming... Quote Link to comment Share on other sites More sharing options...
stevenong Posted June 3, 2003 Share Posted June 3, 2003 Or you could use MaxMan to generate a RIB file and import it into Houdini via AlienGlue. It is Martian Glue from Martian Labs and not AlienGlue. Cheers! steven Quote Link to comment Share on other sites More sharing options...
MG Posted June 3, 2003 Share Posted June 3, 2003 Erm... I was mistaking the name with something else. (I think with the name of some custom Photoshop plug-ins I've stumbled on years ago.) Quote Link to comment Share on other sites More sharing options...
sky Posted June 3, 2003 Author Share Posted June 3, 2003 Thanks MG, stevenong After houdini import OBJs with UV-coordinates, How can I set SOP network especially UV-coordinates ? Cheers Quote Link to comment Share on other sites More sharing options...
sky Posted June 3, 2003 Author Share Posted June 3, 2003 Cheers Quote Link to comment Share on other sites More sharing options...
MG Posted June 3, 2003 Share Posted June 3, 2003 Thanks MG, stevenongAfter houdini import OBJs with UV-coordinates, How can I set SOP network especially UV-coordinates ? Cheers No problem at all! But, what do you mean exactly? Being able to edit the UV's in SOP level? I don't fully get your next question. Quote Link to comment Share on other sites More sharing options...
sky Posted June 4, 2003 Author Share Posted June 4, 2003 > I don't fully get your next question. I'm sorry MG. I don't know how can I apply imported UV and textures to houdini. > Being able to edit the UV's in SOP level? Is it possible ? Quote Link to comment Share on other sites More sharing options...
MG Posted June 4, 2003 Share Posted June 4, 2003 Your UV coordinates are already there! They are just not listed in your network. Set your 3D viewport pane to "UV" viewing and hit home. Then, if there are things you'd like to edit, smoothen out etc. you can use the UV editing SOPs. Mapping textures is even easier, just select your last SOP in your network rightmousebutton click on it and pick "Save Texture image". It'll save out your, UV-mapped, geometry as a wireframe image. Ready for your to paint over and map back onto your model into Houdini Quote Link to comment Share on other sites More sharing options...
sky Posted June 4, 2003 Author Share Posted June 4, 2003 Thanks MG When I apply imported texture or map back onto my model into houdini, it need UV Project SOP or UV texture SOP ? Quote Link to comment Share on other sites More sharing options...
MG Posted June 4, 2003 Share Posted June 4, 2003 If everything went alright, you should be able to map your texture onto the model via a SHOP without any problem (it should pick up the UV coordinates). Quote Link to comment Share on other sites More sharing options...
sky Posted June 5, 2003 Author Share Posted June 5, 2003 Thanks MG Cheers Quote Link to comment Share on other sites More sharing options...
old school Posted June 6, 2003 Share Posted June 6, 2003 As was stated before, the uv's should already be there. No need to apply any UV generator or manipulator SOPs. If you use the MiddleMouseButton click on the icon of the file SOP, in the attributes part of the info, you should see uv[3] in there. This means that there are uv attributes present. Just plop down a shader SOP or apply the shader at the object level. In SHOPs create a Vex Decal SHOP, put your map reference in there then apply this in your shader SOP or drag-drop on the geo in a viewport. You should see the map. Quote Link to comment Share on other sites More sharing options...
sky Posted June 10, 2003 Author Share Posted June 10, 2003 Thanks old school I could really understand it. thanks. If applied SHOP will be two more, is it possible to apply it in a shader SOP ? is there any problems or any attentions (may be apply order primary, secondary, 1st, 2nd.. )? Cheers Quote Link to comment Share on other sites More sharing options...
MG Posted June 10, 2003 Share Posted June 10, 2003 Thanks old schoolI could really understand it. thanks. If applied SHOP will be two more, is it possible to apply it in a shader SOP ? is there any problems or any attentions (may be apply order primary, secondary, 1st, 2nd.. )? Cheers Well, if the SHOPs you've used exist as ("preset") VOP materials, you could mix/multiple them within VOPs in Houdini. Quote Link to comment Share on other sites More sharing options...
sky Posted June 11, 2003 Author Share Posted June 11, 2003 Thanks MG I will try it, Cheers Quote Link to comment Share on other sites More sharing options...
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