Agreed.
As a workaround I saw that people were using Alembic exports to bring arbitrary attributes across. Apparently this used to work, but not so in 14 (which I am indeed seeing, can't get it to work no matter what I try). Anyone found a way to make this work in the newest Houdini?
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Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- NakedChicken
- 29 posts
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Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- NakedChicken
- 29 posts
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And am I correct in gathering that there still is no way of sending maya attributes through (other than color)? I've gone through the forums and such and haven't found any successful attempts.
Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- NakedChicken
- 29 posts
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Houdini Lounge » Voronoi Fracture Mask?
- NakedChicken
- 29 posts
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I've got an asset that fractures an input mesh and that's all working fine.
I would like to, however, give the user the ability to mask out areas of the mesh that should not be fractured. I've tried several methods, including removing the fracture points from these areas, doing pre-fracturing around the areas to single them out and so on, but nothing seems to actually protect the designated area. They still get some level of fracturing around them.
Any ideas on how you could mask out an area of the mesh to not allow fracturing? I'm thinking the user could paint a specific color on the area and then set a radius around those verts that should be “safe” from fracturing.
I would like to, however, give the user the ability to mask out areas of the mesh that should not be fractured. I've tried several methods, including removing the fracture points from these areas, doing pre-fracturing around the areas to single them out and so on, but nothing seems to actually protect the designated area. They still get some level of fracturing around them.
Any ideas on how you could mask out an area of the mesh to not allow fracturing? I'm thinking the user could paint a specific color on the area and then set a radius around those verts that should be “safe” from fracturing.
Houdini Engine for Maya » Maya 2013 vertex colors to Houdini 14 not working?
- NakedChicken
- 29 posts
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Yup, adding an Alpha point attribute that defaults to 1 at the end of my tree worked great. Thanks very much!
Houdini Engine for Maya » Maya 2013 vertex colors to Houdini 14 not working?
- NakedChicken
- 29 posts
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Awsome awong, that worked perfectly. Thanks very much!
One new issue, the interior pieces all have no alpha in their vertex colors. See attached example.
Any ideas why this might be? Happens whether I clear the vertex colors in Houdini or not.
One new issue, the interior pieces all have no alpha in their vertex colors. See attached example.
Any ideas why this might be? Happens whether I clear the vertex colors in Houdini or not.
Houdini Engine for Maya » Maya 2013 vertex colors to Houdini 14 not working?
- NakedChicken
- 29 posts
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I'm feeding a mesh from Maya that has vertex colors. The hda takes that mesh and does things and stuff based off the vertex colors (or default white if there are no colors).
No matter what I throw at the asset in Maya, however, it acts as if there are no vertex colors.
I've dug through the forums and found a few posts that lead me to believe that Maya color set to Houdini support was added back in Houdini 13. Since I found multiple posts saying this should be so, I'm very confused that I cannot get it to work with Houdini 14.
Is anyone else having trouble with this in 14? I'm using Maya 2013 if that makes any difference.
Is there a specific setup you have to do to get inputs to read vert colors?
Hope someone can help. I've included the hda and a maya file with a colored sphere for easy testing.
No matter what I throw at the asset in Maya, however, it acts as if there are no vertex colors.
I've dug through the forums and found a few posts that lead me to believe that Maya color set to Houdini support was added back in Houdini 13. Since I found multiple posts saying this should be so, I'm very confused that I cannot get it to work with Houdini 14.
Is anyone else having trouble with this in 14? I'm using Maya 2013 if that makes any difference.
Is there a specific setup you have to do to get inputs to read vert colors?
Hope someone can help. I've included the hda and a maya file with a colored sphere for easy testing.
Technical Discussion » Houdini tool with grid input
- NakedChicken
- 29 posts
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Not out of the question, but I think we're going to try feeding in a json string and parsing that with a python node.
Technical Discussion » Houdini tool with grid input
- NakedChicken
- 29 posts
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So I have a tool that needs to take a grid layout that is generated from another program and generate geometry based off of that.
The external program can spit out pretty much anything I want (strings, arrays of vector2s, whatever) that will define layouts such as the ones in the attached file. These layouts will not always be the same size and need to be expandable to a (currently) unknown size.
I'm pretty new to Houdini and I'm still getting the hang of handling the various input types. I was thinking an array of Vector2's would do the trick, then I could turn those into points and turn that into a houdini grid and go from there. Problem is the Vector2 parameter isn't an expandable array…
So how and what would you feed houdini to generate a grid layout? An xml file maybe? Not sure if/how houdini can read xml…
ideas?
Oh another note, these grid cells will eventually hold extra data (the room type, if it should contain a door, so on and so forth) so the solution would hopefully be able to pipe in that info as well.
The external program can spit out pretty much anything I want (strings, arrays of vector2s, whatever) that will define layouts such as the ones in the attached file. These layouts will not always be the same size and need to be expandable to a (currently) unknown size.
I'm pretty new to Houdini and I'm still getting the hang of handling the various input types. I was thinking an array of Vector2's would do the trick, then I could turn those into points and turn that into a houdini grid and go from there. Problem is the Vector2 parameter isn't an expandable array…
So how and what would you feed houdini to generate a grid layout? An xml file maybe? Not sure if/how houdini can read xml…
ideas?
Oh another note, these grid cells will eventually hold extra data (the room type, if it should contain a door, so on and so forth) so the solution would hopefully be able to pipe in that info as well.
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