Import and export of geo with multiple shader

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Hi everyone, I'm currently working on making a city in houdini using some kitbash.

My workflow for importing the shaders is the following:
-open the kitbash in maya so that the shader is automaticaly created and assigned (I couldn't find a way to do this in houdini.
-Then I export the shader from Maya in USD format.
-I import it into houdini using the arnold plugin.

I don't directly export the asset as USD because the only way I found to make the shader work is by importing it to the Lop level using sublayer and even then it looks like I only get the basecolor plugged in and not the metalness and other maps even though in the material library it shows me that they are.
Even if I could make it work that way, then I can't put back my textured asset into the SOP level to make a city out of it (I want to instance it using a copy to point SOP).
So, tried to assign the shader to the geo in the SOP level (material SOP) which doesn't seem to work.


I want to put an emphasis on the fact that the reason I don't simply replug the texture in maya after exporting the city type of building per type of building is that the kitbash buildings don't work with UDIM. It seems the shaders were assigned to the different parts of the building (glass, wall) which were then combined. Hence, the UV different parts of the buildings are all one top one of the other (the same goes for the textures).

Once this problem is solved I plan to export my scene in USD and then reimport it into maya to do the render. If it turns out too hard to do there is always the solution to do the renders in houdini using arnold.

I'm kind of at a lost right now and would really appreciate it if someone who already faced a similar situation could help me.
I'm putting my scene in attachment and here's a link to the texture and the complete project.

https://drive.google.com/drive/folders/1buvRR0FZWXC3EYAVxRz5RqEt0eBRX0YJ?usp=sharing [drive.google.com]

Attachments:
city.hip (10.8 MB)

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