Alembic Export - UV's and MBlur

   12054   3   2
User Avatar
Member
15 posts
Joined: Sept. 2009
Offline
Wondering if anyone has had similar issues as this:

Am exporting an RBD sim from Houdini to Maya for lighting via Alembic:

Unless I triangulate the mesh before export, the Alembic importer in Maya tells me the UV's are not per vertex and so do not come through. If I triangulated the mesh post-sim the UV's come through fine but the MBlur produces weird results in both VRay & Maya Software.

I've found I can solve this by triangulating the geo before sim and both UV's and MBlur are then fine - although regrettably by sim is 10% less awesome than it was.

The boffins at my company insist their importer is fine, and it's the Houdini exporter that might be the prob.

Has anyone had a similar problem, or aware if this is a known issue?..

Thanks

User Avatar
Member
29 posts
Joined: Jan. 2011
Offline
Here is little bit info about the same problem.
http://code.google.com/p/alembic/issues/detail?id=263 [code.google.com]

Check it out.
I had little bit similar issue but it was because of changing poly count.


Mikal79
Wondering if anyone has had similar issues as this:

Am exporting an RBD sim from Houdini to Maya for lighting via Alembic:

Unless I triangulate the mesh before export, the Alembic importer in Maya tells me the UV's are not per vertex and so do not come through. If I triangulated the mesh post-sim the UV's come through fine but the MBlur produces weird results in both VRay & Maya Software.

I've found I can solve this by triangulating the geo before sim and both UV's and MBlur are then fine - although regrettably by sim is 10% less awesome than it was.

The boffins at my company insist their importer is fine, and it's the Houdini exporter that might be the prob.

Has anyone had a similar problem, or aware if this is a known issue?..

Thanks

Harsh Mistri
Effects TD
Method Studio Vancouver
User Avatar
Staff
2593 posts
Joined: July 2005
Offline
Mikal79
Wondering if anyone has had similar issues as this:

Am exporting an RBD sim from Houdini to Maya for lighting via Alembic:

Unless I triangulate the mesh before export, the Alembic importer in Maya tells me the UV's are not per vertex and so do not come through. If I triangulated the mesh post-sim the UV's come through fine but the MBlur produces weird results in both VRay & Maya Software.

I've found I can solve this by triangulating the geo before sim and both UV's and MBlur are then fine - although regrettably by sim is 10% less awesome than it was.

The boffins at my company insist their importer is fine, and it's the Houdini exporter that might be the prob.

Has anyone had a similar problem, or aware if this is a known issue?..

Thanks


There's currently a bug in h12.1 w.r.t. motion blur. You can work around it by rendering at sub-frame increments (see subframe.zip).

w.r.t. the uv's, does your model in Houdini have point or vertex texture coordinates. Attached is a .zip file which has two boxes, one with point textures, the other with vertex textures. Do either version work in Maya?

Attachments:
uv.zip (12.2 KB)
subframe.zip (136.9 KB)

User Avatar
Member
15 posts
Joined: Sept. 2009
Offline
Thanks for your feedback

I've tried both point and vertex UV's and both generated errors on import.

Haven't been able to test the sub-frame render in Maya yet, but as it's a known issue am happy to use the workaround for the time being.

Michael
  • Quick Links