Hi Andrew,
Unfortunately I have finished that job now and don't have access to houdini engine to try your files out or provide you with my files. Basically, the problem is easily apparent when you render out a motion vector pass. The asset is just reading the .bgeo particle files and I had done the rendering through Maya UI.
I might be working with Houdini engine again in a months time. I think I will get back to you then, when I test your files and try to get more details on the issue.
Cheers
S
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Houdini Engine for Maya » Imported nParticles behave incorrectly when rendered with Arnold motion blur
- sunnyboey
- 4 posts
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Houdini Engine for Maya » Imported nParticles behave incorrectly when rendered with Arnold motion blur
- sunnyboey
- 4 posts
- Offline
Hi Guys,
I am having some issues with rendering the nparticles coming into maya from houdini engine. I find whenever I turn motion blur on, my instanced mesh in the viewport is fine but the renders have unusual problems such as less particles in the rendered image and particles flicker on and off. This doesnt happen when motion blur is off and tested the maya nparticles but they render fine if no houdini bgeos are driving them.
I know that the houdini artist I am working with takes my real world scenes and scales them down to work on them and outputs to my original size just before pulling it back into maya. Dont know if that affects it in anyway.
Is there anything similar I need to do as the “motionvector color set workflow” for meshes that Andrew mentioned in this post?
https://www.sidefx.com/forum/topic/34031/ [sidefx.com]
I have attached a video of the flicker problem when motion blur is on and the other without motion blur turned on.
P.S. Note that I am using Arnold renderer for Maya 2016.
Cheers
S
I am having some issues with rendering the nparticles coming into maya from houdini engine. I find whenever I turn motion blur on, my instanced mesh in the viewport is fine but the renders have unusual problems such as less particles in the rendered image and particles flicker on and off. This doesnt happen when motion blur is off and tested the maya nparticles but they render fine if no houdini bgeos are driving them.
I know that the houdini artist I am working with takes my real world scenes and scales them down to work on them and outputs to my original size just before pulling it back into maya. Dont know if that affects it in anyway.
Is there anything similar I need to do as the “motionvector color set workflow” for meshes that Andrew mentioned in this post?
https://www.sidefx.com/forum/topic/34031/ [sidefx.com]
I have attached a video of the flicker problem when motion blur is on and the other without motion blur turned on.
P.S. Note that I am using Arnold renderer for Maya 2016.
Cheers
S
Houdini Engine for Maya » Caching particles imported using Houdini engine to Maya, so as to use on other machines without Houdini engine.
- sunnyboey
- 4 posts
- Offline
Thank you so much for the detailed response. This makes total sense as I got the error you mentioned, I will try this out.
Cheers
S
Cheers
S
Houdini Engine for Maya » Caching particles imported using Houdini engine to Maya, so as to use on other machines without Houdini engine.
- sunnyboey
- 4 posts
- Offline
Hi
Just started using Houdini engine for Maya and need help with finding a way to disconnect the Houdini asset after its in my scene in Maya so i can use the scene on other machines running Maya without Houdini engine.
I have imported a Houdini read node into Maya 2016 and attached a particle sim from Houdini as a bgeo.sc
I was wondering if there was a way to do this. I have tried creating an alembic but that wont work. Tried to cache the sim but that didn't seem to do it either.
Any suggestions?
P.S. Sorry if this has already been answered, I searched about it but couldn't find any info hence posted.
Just started using Houdini engine for Maya and need help with finding a way to disconnect the Houdini asset after its in my scene in Maya so i can use the scene on other machines running Maya without Houdini engine.
I have imported a Houdini read node into Maya 2016 and attached a particle sim from Houdini as a bgeo.sc
I was wondering if there was a way to do this. I have tried creating an alembic but that wont work. Tried to cache the sim but that didn't seem to do it either.
Any suggestions?
P.S. Sorry if this has already been answered, I searched about it but couldn't find any info hence posted.
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