Houdini to maya RBD workflow

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Hi houdini gurus! I'm learning to swim in the sea of nodes while in production...

I made a RBD sim from material fracture and trying to export it as abc containing a single maya shape object (with normal uvsets cpv velovity etc..), not 7k fragments that choke the maya outliner.

I get the resulted fragments from materialfracture> dopnet >dopimport, all good then i hit my knowledge wall to export it with rop_alembic

I tried using an Attribute Wrangle s@path = "frac"; and set path to path in rop_alembic "built hierarchy from path" on.
no luck i have an error in rop_alembic :

Warning
Renaming node to /frac_1 to resolve collision.
Warning
Renaming node to /frac_2 to resolve collision.
Warning
Renaming node to /frac_3 to resolve collision.
Warning
Renaming node to /frac_4 to resolve collision.
Warning
Renaming node to /frac_5 to resolve collision.
Warning etc,,,

it must be super simple as no one is talking about it. Any leads would be greatly appreciated!
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You have to unpack if you want every object to be written out as a single giant shape, and this also means that your Alembic needs to be a per-point deformation cache instead of just animated transform data. It's likely going to be much, much heavier than having the 7000 transforms in your Outliner. You could always contain them in a parent node via an expression like this:

s@path = sprintf("/rbdsim/%s", s@path);
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
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you can also potentially keep it as packed transforming pieces for the sake of smaller .abc file
and render using alembic procedural of your chosen renderer to avoid having to load it to Maya

or you can explore usd as an option
Tomas Slancik
CG Supervisor
Framestore, NY
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