Yeah, I had “Unpack Alembic Delayed Primitives” set in the Alembic ‘read node’ as I didn't know of the ‘Unpack’ node.
I was certain it was enough but apparently it was the ‘Convert’ that got me - was somehow under the impression that all of that was taken care of in the unpacking.
Well… the UVs were visible in my branch (after I found a way to change the vector2 data) it was just the “laying-out” (manipulation) of the UVs that didn't work because of the missing ‘Convert’.
Anyway, thanks again Martin - This has been a massive maaaassive help.
cheers!
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Technical Discussion » Multiple UV Sets in Alembic files exported from Maya
- MatthiasB
- 7 posts
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Technical Discussion » Multiple UV Sets in Alembic files exported from Maya
- MatthiasB
- 7 posts
- Offline
Hey Martin,
Thanks for that sample scene.
I didn't think of using that “Unpack” node and hadn't tried the VOP method yet …interesting.
I had already made some progress between the time you posted your first solution (took a while to find some extra time for this) and when I opened this thread. After some serious deep google-ing I found a way to convert the vector2 to vector3. I've literally no idea which method is more efficient though (for larger assets) …at least it seems to work for this simple scene. Do you have any thoughts on that?
You can see in the sample file I made (included) where I left off. I also added your sample method in there for comparison.
Now all that said …for either solution, neither of those methods seem to allow me to layout the UVs (in any set) of the Alembic file. It works fine for the FBX but uvs seem to be locked for the Alembic.
This might be the noob Houdini uv question of the century …but what are we missing here?
Regarding the UVs set name (uv2,uv3 etc.). I tried that as well the other day and it makes no difference. The second UV Set is still vector2 coming into Houdini and is just as “un-editable” as with any other name.
cheers!
Thanks for that sample scene.
I didn't think of using that “Unpack” node and hadn't tried the VOP method yet …interesting.
I had already made some progress between the time you posted your first solution (took a while to find some extra time for this) and when I opened this thread. After some serious deep google-ing I found a way to convert the vector2 to vector3. I've literally no idea which method is more efficient though (for larger assets) …at least it seems to work for this simple scene. Do you have any thoughts on that?
You can see in the sample file I made (included) where I left off. I also added your sample method in there for comparison.
Now all that said …for either solution, neither of those methods seem to allow me to layout the UVs (in any set) of the Alembic file. It works fine for the FBX but uvs seem to be locked for the Alembic.
This might be the noob Houdini uv question of the century …but what are we missing here?
Regarding the UVs set name (uv2,uv3 etc.). I tried that as well the other day and it makes no difference. The second UV Set is still vector2 coming into Houdini and is just as “un-editable” as with any other name.
cheers!
Edited by MatthiasB - Dec. 10, 2018 12:32:33
Technical Discussion » Multiple UV Sets in Alembic files exported from Maya
- MatthiasB
- 7 posts
- Offline
Hi there,
Can someone please help me figure out how to view and edit UVs from an Alembic file? I'm having the hardest time figuring this out and I'm getting nowhere. I'm quite new to Houdini so please bear with me.
Specifically I'm interested in editing the UVs from a secondary UV Set and then re-exporting the Alembic file with the new UV layout of that Set. How hard can this be, right?
I'm including two sample files - one Alembic the other FBX (both should represent the same data).
The FBX file seems to work fine, I can view both UV Sets and edit both just fine in Houdini (except that the correct name of the UV Set doesn't appear to transfer correctly - should be “uvSet” is “uv2” ..no matter).
Although it appears that the FBX file works fine, our asset pipeline is built around using Alembic files so creating special intermediate FBX files to just edit UVs is a very last and unwanted option.
Comparing both files (see screenshots) the one thing I notice, but can't seem to edit or change, is the fact that extra UV Set is “2flt” in the Alembic file but “3flt” in the FBX. That being normal or not, I gather Houdini can't display the UV's in “UV View” (or wants to register them as such) unless the data is in “3flt”, correct?
But no matter what I try - I just can't seem to change these attributes (copy, create, promote, swap, transfer, whatever) for Houdini to understand.
I've google'd around quite a bit but come across nothing that helps me solve this issue without applying a major Science Degree, what's up with that?
Is there a way to do this (edit Alembic UVs) without any fancy pants Python or VEX solutions …just using the built in nodes?
Any help much appreciated,
cheers!
Can someone please help me figure out how to view and edit UVs from an Alembic file? I'm having the hardest time figuring this out and I'm getting nowhere. I'm quite new to Houdini so please bear with me.
Specifically I'm interested in editing the UVs from a secondary UV Set and then re-exporting the Alembic file with the new UV layout of that Set. How hard can this be, right?
I'm including two sample files - one Alembic the other FBX (both should represent the same data).
The FBX file seems to work fine, I can view both UV Sets and edit both just fine in Houdini (except that the correct name of the UV Set doesn't appear to transfer correctly - should be “uvSet” is “uv2” ..no matter).
Although it appears that the FBX file works fine, our asset pipeline is built around using Alembic files so creating special intermediate FBX files to just edit UVs is a very last and unwanted option.
Comparing both files (see screenshots) the one thing I notice, but can't seem to edit or change, is the fact that extra UV Set is “2flt” in the Alembic file but “3flt” in the FBX. That being normal or not, I gather Houdini can't display the UV's in “UV View” (or wants to register them as such) unless the data is in “3flt”, correct?
But no matter what I try - I just can't seem to change these attributes (copy, create, promote, swap, transfer, whatever) for Houdini to understand.
I've google'd around quite a bit but come across nothing that helps me solve this issue without applying a major Science Degree, what's up with that?
Is there a way to do this (edit Alembic UVs) without any fancy pants Python or VEX solutions …just using the built in nodes?
Any help much appreciated,
cheers!
Houdini for Realtime » Game Dev Toolkit compatibility - Core vs. FX
- MatthiasB
- 7 posts
- Offline
Hello all,
Is there anyone who knows if Game Dev Toolset has any feature limitations when used in Houdini Core vs. FX?
I know the Toolset allows for simplified workflow e.g. when creating texture sheets from pyro stuff. How does that work if Core can't do Pyro and is there potentially anything else that would break in the Toolset unless I were running FX?
Reason I ask is because the studio I'm at is looking into a limited time rental of Houdini, for some game dev work, and it would be great to know if Core would be enough or if FX was the only option.
thanks.
Is there anyone who knows if Game Dev Toolset has any feature limitations when used in Houdini Core vs. FX?
I know the Toolset allows for simplified workflow e.g. when creating texture sheets from pyro stuff. How does that work if Core can't do Pyro and is there potentially anything else that would break in the Toolset unless I were running FX?
Reason I ask is because the studio I'm at is looking into a limited time rental of Houdini, for some game dev work, and it would be great to know if Core would be enough or if FX was the only option.
thanks.
Edited by MatthiasB - Sept. 18, 2018 06:31:36
Houdini for Realtime » Texture Sheets tool missing features in Houdini 16
- MatthiasB
- 7 posts
- Offline
So, H16.5 node info says:
[my path to the GameDevToolset]/otls/rop_texture_sheets_2.hda?gamedev:river/rop_texture_sheets::2.0
H16 node info says:
[my path to the GameDevToolset]/otls/rop_texture_sheets.hda?Driver/rop_texture_sheets
soooo …not running the same thing, it appears.
[my path to the GameDevToolset]/otls/rop_texture_sheets_2.hda?gamedev:river/rop_texture_sheets::2.0
H16 node info says:
[my path to the GameDevToolset]/otls/rop_texture_sheets.hda?Driver/rop_texture_sheets
soooo …not running the same thing, it appears.
Houdini for Realtime » Texture Sheets tool missing features in Houdini 16
- MatthiasB
- 7 posts
- Offline
Hello Mike,
Yes I tried all of those …none would show “full” features in H16.
Without looking too deep into it, it appears as if there's a ‘version check’ when launching the tool that determines which tool/script to run depending on the Houdini release (could totally be talking out of my A$$ right now …it's just a theory as I have …as I'm really only deriving that from the fact that I see two “texture_sheet” versions/folders in the “OTL” folder. :p
thanks for the help.
cheers!
Yes I tried all of those …none would show “full” features in H16.
Without looking too deep into it, it appears as if there's a ‘version check’ when launching the tool that determines which tool/script to run depending on the Houdini release (could totally be talking out of my A$$ right now …it's just a theory as I have …as I'm really only deriving that from the fact that I see two “texture_sheet” versions/folders in the “OTL” folder. :p
thanks for the help.
cheers!
Houdini for Realtime » Texture Sheets tool missing features in Houdini 16
- MatthiasB
- 7 posts
- Offline
I suppose this topic is directed mostly at Mike and Luiz but anyone who might have info on this is welcome to comment.
So, I thought of trying out the Game Development Toolset today. Super Excellent stuff guys - great work.
Anyways, to try out the tools, I ran the latest version from the repo (16.5), in Houdini 16.5 Apprentice at home. Sure watermarks and all that but everything seems to works just as expected (at least all the stuff I tried out).
So I come to the studio and fire up our FX version of Houdini 16, only to find out that features seem to be missing from the toolset when running in H16. Namely the “RGB lights rig”, “Emission Layer” and “Normals ‘blending’” features.
Now, I see in Mike's demo video ( https://sidefx.com/tutorials/channel-packing-pyro-data-using-the-texture-sheets-rop/ [sidefx.com] ) that he's using H16 (705), exactly the same we're running at the office, and he has all the features that were available in the 16.5 demo I ran. Even though the repo has been updated multiple times since that video was released, somehow those features have not found their way into the H16 version of the tools …or even worse been removed.
…and yes I tried nearly all the branches of the repo - older versions even.
Can anyone confirm this is the case. …or am I missing something here?
cheers!
So, I thought of trying out the Game Development Toolset today. Super Excellent stuff guys - great work.
Anyways, to try out the tools, I ran the latest version from the repo (16.5), in Houdini 16.5 Apprentice at home. Sure watermarks and all that but everything seems to works just as expected (at least all the stuff I tried out).
So I come to the studio and fire up our FX version of Houdini 16, only to find out that features seem to be missing from the toolset when running in H16. Namely the “RGB lights rig”, “Emission Layer” and “Normals ‘blending’” features.
Now, I see in Mike's demo video ( https://sidefx.com/tutorials/channel-packing-pyro-data-using-the-texture-sheets-rop/ [sidefx.com] ) that he's using H16 (705), exactly the same we're running at the office, and he has all the features that were available in the 16.5 demo I ran. Even though the repo has been updated multiple times since that video was released, somehow those features have not found their way into the H16 version of the tools …or even worse been removed.
…and yes I tried nearly all the branches of the repo - older versions even.
Can anyone confirm this is the case. …or am I missing something here?
cheers!
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