Does anyone know a good way to export Houdini fur/hair to Maya?
I did a simple test where I just created a sphere, added hair to it and then created an alembic output node, specifying the sphere_fur obj as the root object and that didn't seem to work (when I imported the alembic into Maya there were nodes in the Outliner but nothing seemed to have actually imported.) I also tried to see if I could just export it as a bgeo, but that file was unreadable for Maya.
Is there a good way to do this? I'm just starting to learn fur/hair and I read that all of the “Appearance” attributes like Frizz are done through the shader - does that mean I can't export the fur with these attributes?
Thanks!
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Technical Discussion » Best way to export houdini fur/hair to Maya
- sweetmusic3243
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Technical Discussion » Python: Checking if an hda library is installed
- sweetmusic3243
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Thank you for pointing me in this direction! hou.hda.loadedFiles() and a try/ except worked perfectly.
Technical Discussion » Python: Checking if an hda library is installed
- sweetmusic3243
- 11 posts
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Hi there!
I've created a digital asset that is defined in an hda library, and I'm creating a shelf tool that (among other things) creates a node of this HDA type. What is the best way to check if the hda library is installed? I want to do something like check if library is installed (manually via File -> Install Digital Asset Library or by nature of being in the houdinipath) and if not look for it in $HIP/otls and install it from there, and if it's not there either display a custom error message.
I found hou.HDADefinition.isInstalled(), but it looks like for that I would need to have the actual library file to know what the definition is. I was thinking maybe there was some way to try to create a node and if it fails (implying that the library isn't installed) then do something else. However when createNode() fails it doesn't return false it throws an error, so I'm not sure of the best way to approach this.
I hope this makes sense! Thanks in advance for your help!
I've created a digital asset that is defined in an hda library, and I'm creating a shelf tool that (among other things) creates a node of this HDA type. What is the best way to check if the hda library is installed? I want to do something like check if library is installed (manually via File -> Install Digital Asset Library or by nature of being in the houdinipath) and if not look for it in $HIP/otls and install it from there, and if it's not there either display a custom error message.
I found hou.HDADefinition.isInstalled(), but it looks like for that I would need to have the actual library file to know what the definition is. I was thinking maybe there was some way to try to create a node and if it fails (implying that the library isn't installed) then do something else. However when createNode() fails it doesn't return false it throws an error, so I'm not sure of the best way to approach this.
I hope this makes sense! Thanks in advance for your help!
Technical Discussion » Houdini Tool Creation Flow
- sweetmusic3243
- 11 posts
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Thank you for your response! It is great to know I am on a somewhat right path! And thank you for the tip about using existing otls!
Technical Discussion » Houdini Tool Creation Flow
- sweetmusic3243
- 11 posts
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Hi all! I'm making my first non-tutorial shelf tool and I just wanted to ask about the best practices for how to set everything up. It is a similar flow to the Flames tool in the Pyro FX shelf.
So the basic flow of the tool will be this:
User selects a Geometry OBJ
User clicks my shelf tool which does this:
So the basic flow of the tool will be this:
User selects a Geometry OBJ
User clicks my shelf tool which does this:
- An HDA is added on to the end of the SOP network inside the selected OBJ
Two DOP networks are created at the OBJ level which have parameter references to the HDA
So my question is, should I be hard coding everything in python other than the HDA? As in, the script content of the tool would be to get the selection, add the HDA onto the end and then create the other (DOP) networks with python code. Or is there some better way to do this? I'm also a little unsure of the best practices in terms of calling in and executing outside scripts vs. just putting the code straight into the tool.
Thanks!
Technical Discussion » Lighting an object on fire with another object (Pyro)
- sweetmusic3243
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After some troubleshooting and googling I figured out that my resize box and fuel scaling parameter were off. I was able to get it working (not yet rendering) with the help of this post: http://forums.odforce.net/topic/15849-fire-spreading/ [forums.odforce.net] and I'm attaching my .hip file in case anyone is interested!
Technical Discussion » Lighting an object on fire with another object (Pyro)
- sweetmusic3243
- 11 posts
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Hello!
I am trying to use one object to “ignite” another object with a pyro sim (I'm trying to simulate lighting gasoline on fire.)
Right now I've got a volume that I want to use as the gas and another volume that i want to use as the match. I'm using the gas volume to initialize the smoke object and then sourcing fuel from the match volume in a Source Volume DOP, but I can't quite get them to communicate with each other. Right now the match volume is on fire, but the gas volume isn't affecting anything.
Does anyone have any pointers on how to achieve this effect? Or am I going about it wrong? I'm attaching one of the files I've been working in case it helps!
Thanks!
Note: I accidentally posted this in the Indie/Apprentice forum, so I am reposting here but I am not sure how to delete my original post.
I am trying to use one object to “ignite” another object with a pyro sim (I'm trying to simulate lighting gasoline on fire.)
Right now I've got a volume that I want to use as the gas and another volume that i want to use as the match. I'm using the gas volume to initialize the smoke object and then sourcing fuel from the match volume in a Source Volume DOP, but I can't quite get them to communicate with each other. Right now the match volume is on fire, but the gas volume isn't affecting anything.
Does anyone have any pointers on how to achieve this effect? Or am I going about it wrong? I'm attaching one of the files I've been working in case it helps!
Thanks!
Note: I accidentally posted this in the Indie/Apprentice forum, so I am reposting here but I am not sure how to delete my original post.
Houdini Indie and Apprentice » Lighting an object on fire with another object (Pyro)
- sweetmusic3243
- 11 posts
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Hello!
I am trying to use one object to “ignite” another object with a pyro sim (I'm trying to simulate lighting gasoline on fire.)
Right now I've got a volume that I want to use as the gas and another volume that i want to use as the match. I'm using the gas volume to initialize the smoke object and then sourcing fuel from the match volume in a Source Volume DOP, but I can't quite get them to communicate with each other. Right now the match volume is on fire, but the gas volume isn't affecting anything.
Does anyone have any pointers on how to achieve this effect? Or am I going about it wrong? I'm attaching one of the files I've been working in case it helps!
Thanks!
Edit: I've just realized I should have put this in the technical discussion area, but I'm not sure how to move or delete the post!
I am trying to use one object to “ignite” another object with a pyro sim (I'm trying to simulate lighting gasoline on fire.)
Right now I've got a volume that I want to use as the gas and another volume that i want to use as the match. I'm using the gas volume to initialize the smoke object and then sourcing fuel from the match volume in a Source Volume DOP, but I can't quite get them to communicate with each other. Right now the match volume is on fire, but the gas volume isn't affecting anything.
Does anyone have any pointers on how to achieve this effect? Or am I going about it wrong? I'm attaching one of the files I've been working in case it helps!
Thanks!
Edit: I've just realized I should have put this in the technical discussion area, but I'm not sure how to move or delete the post!
Technical Discussion » Gradual transition between two shaders for a burning effect
- sweetmusic3243
- 11 posts
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Ok cool! I will work with these ideas and see what I can do. I'm mostly interested in pyro sims and material manipulation was kind of an afterthought that I forgot about, so I've been trying to get my head around how I can manipulate them.
Thanks again for your help! This was my first forum post and you have been so helpful!
Thanks again for your help! This was my first forum post and you have been so helpful!
Technical Discussion » Gradual transition between two shaders for a burning effect
- sweetmusic3243
- 11 posts
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Thank you so much for your reply!
So right now i have a point attribute called “heat” propagating across the surface. Can I convert this to a weight map? I've only used weight maps by painting. https://www.youtube.com/watch?v=N_lz5hc1QCA [youtube.com]
And once I have a weight map, how can I use that to apply the material? Before I used my heat attribute to create a group based on a threshold, but that resulted in choppy material application like the one I originally posted because all of the points were either in the group or not.
Thank you for your help!
So right now i have a point attribute called “heat” propagating across the surface. Can I convert this to a weight map? I've only used weight maps by painting. https://www.youtube.com/watch?v=N_lz5hc1QCA [youtube.com]
And once I have a weight map, how can I use that to apply the material? Before I used my heat attribute to create a group based on a threshold, but that resulted in choppy material application like the one I originally posted because all of the points were either in the group or not.
Thank you for your help!
Technical Discussion » Gradual transition between two shaders for a burning effect
- sweetmusic3243
- 11 posts
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Hi everyone!
I am working on my thesis project and I'm focusing on burning things. I was wondering if anyone had any ideas on how to do a smooth transition or “spread” of a new texture over an object. For example, I start with my object textured and shaded normally and then as the fire spreads the material on the object smoothly transforms to a new material as it “burns.”
Currently, I have to separate materials and I change from one to the other when a certain value for the heat point attribute is reached, but this results in an obviously choppy transition: https://www.youtube.com/watch?v=aNvRMr7G_n4 [youtube.com] (sorry it is so dark!)
Thank you!
I am working on my thesis project and I'm focusing on burning things. I was wondering if anyone had any ideas on how to do a smooth transition or “spread” of a new texture over an object. For example, I start with my object textured and shaded normally and then as the fire spreads the material on the object smoothly transforms to a new material as it “burns.”
Currently, I have to separate materials and I change from one to the other when a certain value for the heat point attribute is reached, but this results in an obviously choppy transition: https://www.youtube.com/watch?v=aNvRMr7G_n4 [youtube.com] (sorry it is so dark!)
Thank you!
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