Exporting Pyro sim to Maya??
8447 8 3- lapd100
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So I've created a cool looking flame in Houdini and I want to take it into Maya so I cant render it within my scene so I can get all the lighting and shadows etc. However I'm having a lot of trouble getting anything to work. I've tried exporting it by Alembic and the only thing I get in Maya is the bounding of of the sim but no fire. I've looked all over Youtube and Google and cant find anything. I would really appreciate it if someone got back to me
I've attached my Houdini project so people can have a look at it too.
I've attached my Houdini project so people can have a look at it too.
Edited by lapd100 - Feb. 3, 2021 17:35:52
Liam
- Ivan L
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haven't tried it myself tho
https://youtu.be/qTxC0oLuhYs [youtu.be]
https://youtu.be/qTxC0oLuhYs [youtu.be]
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- Berk_Erdag
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Instead of Maya the more important thing is which renderer you are going to use inside Maya. Your best bet is to export the Houdini volume as a VDB. Redshift inside Maya can render vdb, I heard (never tried) that Arnold also can import vdbs so can render them. Give this one a try which is the way to do it with Redshift: https://www.youtube.com/watch?v=xnTFUiOpQ0M [www.youtube.com]
You might also want to try this one: https://www.youtube.com/watch?v=mRrMNWx0lGc [www.youtube.com]
There is nothing wrong with your Houdini scene. To convert your PyroSim to a vdb you can follow the steps below:
1- go into "pyro_import"
2- under "import_pyrofields" attach a "convert VDB". Inside write @name=density for Group, select VDB from the Convert to option.
3- after the "convert VDB" plug a file cache and export your volume as vdb by writing $HIPNAME.$OS.$F.vdb into Geometry File.
You might also want to try this one: https://www.youtube.com/watch?v=mRrMNWx0lGc [www.youtube.com]
There is nothing wrong with your Houdini scene. To convert your PyroSim to a vdb you can follow the steps below:
1- go into "pyro_import"
2- under "import_pyrofields" attach a "convert VDB". Inside write @name=density for Group, select VDB from the Convert to option.
3- after the "convert VDB" plug a file cache and export your volume as vdb by writing $HIPNAME.$OS.$F.vdb into Geometry File.
- Grendizer
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- Grendizer
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So I did more tests with this scene and I deleted my isoOffset node and replaced it with a "Convert VDB" node.
Check the attached pic : in the "pyro_import" node, I did a file cache from the import_pyrofields and plugged it into a volume visualisation node, in which I have a gradient. Then I plug this in a convert VDB node and in the bottom of my network, I use another filecache node in which I pout the vdb extension.
I understand the volume visualization node is for the viewport only, but is there a way to get these colors exported to the VDB files? And then how can I recover these colors in Maya?
Thanks
Gz
Check the attached pic : in the "pyro_import" node, I did a file cache from the import_pyrofields and plugged it into a volume visualisation node, in which I have a gradient. Then I plug this in a convert VDB node and in the bottom of my network, I use another filecache node in which I pout the vdb extension.
I understand the volume visualization node is for the viewport only, but is there a way to get these colors exported to the VDB files? And then how can I recover these colors in Maya?
Thanks
Gz
Houdini gamboler
- Ivan L
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- Grendizer
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- Ivan L
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- Grendizer
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Thanks a lot Deviner! As this file is more technical than my knowledge I have some questions :
So here's what I understand from your scene:
- box1 : You start by a cube
- vdbfrompolygons1 : You convert it into a density fog VDB
- copy_for_3_fields : You duplicate it so now you have 3 densities
- name_to_Cd : You convert each densities into color information
- volumewrangle_your_stuff_here: you create a colored ramps and you apply it into the Color (Cd). To distribute the color, you use the vertical size of the original box.
Now as you can guess I want to use the heat instead of the vertical size of the box. From my Pyro_Import node, I could extract only the heat using a delete node. But my first question would be: how can I know the range of the heat? Does it go from 0 to 1, like the Cd color?
Cheers
David
So here's what I understand from your scene:
- box1 : You start by a cube
- vdbfrompolygons1 : You convert it into a density fog VDB
- copy_for_3_fields : You duplicate it so now you have 3 densities
- name_to_Cd : You convert each densities into color information
- volumewrangle_your_stuff_here: you create a colored ramps and you apply it into the Color (Cd). To distribute the color, you use the vertical size of the original box.
Now as you can guess I want to use the heat instead of the vertical size of the box. From my Pyro_Import node, I could extract only the heat using a delete node. But my first question would be: how can I know the range of the heat? Does it go from 0 to 1, like the Cd color?
Cheers
David
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