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Houdini Engine for Maya » Multiple vertexColors
- awong
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Unfortunately, you can't output more than one colorset per mesh right now. It's a frequently requested feature, but I haven't had a chance to get to it yet. And there isn't really a good workaround at the moment. Depending on how heavy your mesh is, maybe you can output a second copy of the mesh with the other colors that you want?
Houdini Engine for Maya » [MAYA] OTL Bake Tool
- awong
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This is yet another conflict that Houdini Engine is having with Maya, and it only happens on Windows. It took a while to track down the cause, but I finally managed to workaround/fix this conflict. It should be fixed in today's build (13.0.602).
Houdini Engine for Maya » uvmageddon!
- awong
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That's awesome!
Hopefully in the future, we have better support for multiple UVs (and colors) so that you don't have to jump through these hoops…
Hopefully in the future, we have better support for multiple UVs (and colors) so that you don't have to jump through these hoops…
Houdini Engine for Maya » what python environment is used by Houdini Engine in Maya?
- awong
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Yeah, it seems like the import is failing somehow. Were there any errors printed out?
Maybe the P4 module has library conflicts when being loaded into this environment. The environment variables to check would be PYTHONPATH, LD_LIBRARY_PATH (for Linux), and PATH (for Windows). If you have different P4 module (and libraries) for Maya and Houdini, you'd want to use the Maya one under Houdini Engine.
Maybe the P4 module has library conflicts when being loaded into this environment. The environment variables to check would be PYTHONPATH, LD_LIBRARY_PATH (for Linux), and PATH (for Windows). If you have different P4 module (and libraries) for Maya and Houdini, you'd want to use the Maya one under Houdini Engine.
Houdini Engine for Maya » Best workflow for rbd sims
- awong
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Sorry for the late reply. It took me a while to try out a setup.
I don't think there's a straightforward way to do it at the moment. However, you could achieve something close with a bit of work. As you said, you'd need to merge all the geometries into one mesh, and use it as an input to the asset. To extract the transformation, you can extract the DOP objects as points. Then, you can use Maya's particle instancer to apply the transformation from each point to the original geometries. The trick is to convert the transformations from the points into something that the Maya particle instancer can use.
Take a look at the attached asset and Maya file.
I don't think there's a straightforward way to do it at the moment. However, you could achieve something close with a bit of work. As you said, you'd need to merge all the geometries into one mesh, and use it as an input to the asset. To extract the transformation, you can extract the DOP objects as points. Then, you can use Maya's particle instancer to apply the transformation from each point to the original geometries. The trick is to convert the transformations from the points into something that the Maya particle instancer can use.
Take a look at the attached asset and Maya file.
Houdini Engine for Maya » uvmageddon!
- awong
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grayOlorinAh, right. It'd be nice to have a way to input/output arbitrary attributes…
In order to sort the pieces, I need something that tells me how to sort them (i.e. some attribute). In houdini, I can do this using a primitive attribute, but in maya, such things do not exist ): But if I could figure out the order of the outputted assets, I could then have a second input to the sort asset to use the guide piece as a sorting guide (almost like a wrapper to the matchTopology SOP)
grayOlorinBoth the points and primitives maintained the original order.
I think this at least gives me a few things to try out in your test of splitting the mesh which was polyUnited, did they points and the primitives maintained their original order? or just the points?
Hope you can get something working!
Houdini Engine for Maya » uvmageddon!
- awong
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After your UV asset, the mesh is split by group into several pieces. You could then apply a sort asset on each piece, so that each piece is sorted separately. Maybe I misunderstood something?
Houdini Engine for Maya » uvmageddon!
- awong
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grayOlorinYeah, I think that's the case. Of course, there's still the limitation that each Maya mesh node can only have one piece of geometry.
oh wow!!! that would be great if it worked predictably. is it because connectivity + partition separates them out in their indexed order? I believe maya's polyUnite also sorts them in a similar fashion as the merge SOP
grayOlorinThe output nodes in Maya are named after the Houdini group name. So as long as you name your group in the partition node, like piece$CLASS, then the output nodes should be something like: piece0_*, piece1_*. Those should match the order of the mesh nodes that go into polyUnite.
now, how do you figure out which output piece goes to which input piece though? I am currently able to do so because I have the multiple inputs… but perhaps if I merge then in a foreach in order of inputs they would sort based on the input order much like with the polyUnite?
grayOlorinHm, and you can't use a Sort SOP now because you need to keep the primitive and vertex orders the same? Could you have a separate asset for sorting each piece separately afterwards?
What are your thoughts on being able to sort the geometries in maya based on a point and primitive attribute? one of the advantages in houdini is that this is so much easier to do in there… it would be nice to be able to do the same going out to maya if possible
Houdini Engine for Maya » uvmageddon!
- awong
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Even if the asset can output multiple UVs, wouldn't it still be difficult to preserve the transfer the materials? It seems like the main problem here is to preserve the order of the geometries. I did a simple test on preserving the order of the meshes. If I combine the meshes in Maya in a specific order, and use connectivity+partition in Engine to separate them out again, the pieces come back out in the same order.
I think the key here is to carefully connect the meshes to polyUnite in Maya. This does feel fragile though, but I think it's worth a try.
I think the key here is to carefully connect the meshes to polyUnite in Maya. This does feel fragile though, but I think it's worth a try.
The Orbolt Smart 3D Asset Store » SideFX__fractureobject.otl
- awong
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Obama420
I can't get the SideFX__fractureobject.otl to work in Maya via Houdini engine. I'm using Maya2014SP2 for Linux64
Were you able to connect a mesh to the fracture asset? Did you get any error messages? What messages were printed to the Script Editor, or into the terminal?
Houdini Indie and Apprentice » .piclc doesn't load in Apprentice?
- awong
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Houdini Engine for Maya » HE ignoring HOUDINI_DSO_PATH?
- awong
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Yeah, this is most likely what's happening. Before the changes mentioned above, you would have had to set HAPI_OTL_PATH. And Houdini Engine will use that to set HOUDINI_OTLSCAN_PATH.
Houdini Engine for Maya » Point Groups For mutliple nParticle nodes?
- awong
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Ah, that's an interesting idea. That would work, because particle system is a primitive. So they do get split up into multiple parts by Houdini Engine. I just did a test and it seems to work. See the attached OTL file. Neat!
Houdini Engine for Maya » Point Groups For mutliple nParticle nodes?
- awong
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Points aren't primitives, so they can't be separated into different nParticles in the same way. The best thing for now is probably manually separating them into different OBJ manually. Houdini Engine will output different OBJs separately.
Houdini Engine for Maya » Cooking Fur
- awong
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I'm not sure what you mean by from the .hip file. Houdini Engine is about bringing asset into other host application.
The Maya plug-in supports outputting curves from an asset. So technically, it's possible to generate fur from an asset through Houdini Engine. However, since each strand of fur is represented as individual curve in Maya, it's not very practical when the number of curves (fur) are large.
The Maya plug-in supports outputting curves from an asset. So technically, it's possible to generate fur from an asset through Houdini Engine. However, since each strand of fur is represented as individual curve in Maya, it's not very practical when the number of curves (fur) are large.
Houdini Engine for Maya » HE ignoring HOUDINI_DSO_PATH?
- awong
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I just modified the behavior of this a bit, so that it works better together with Houdini. Houdini Engine will no longer overwrite HOUDINI_OTLSCAN_PATH and HOUDINI_DSO_PATH. Instead of overwrite, it'll insert the extra paths that are specified by the host into those environments variables. This means that you can specify the paths entirely as you would with Houdini, without needing to use the HAPI_*. (And this is probably what Houdini users would expect.)
But depending on the host, the host can still supply extra paths to Houdini Engine. And the extra paths will be inserted into the environment variables. In Maya's case, this is done by setting the HAPI_OTL_PATH and HAPI_DSO_PATH environment variables. The HAPI_* don't seem very useful in Maya's case now. I was tempted to remove them to simplify things, but I kept them around for compatibility. If anyone has a use case for them (instead setting the HOUDINI_* versions), I'm interested to hear about it.
But depending on the host, the host can still supply extra paths to Houdini Engine. And the extra paths will be inserted into the environment variables. In Maya's case, this is done by setting the HAPI_OTL_PATH and HAPI_DSO_PATH environment variables. The HAPI_* don't seem very useful in Maya's case now. I was tempted to remove them to simplify things, but I kept them around for compatibility. If anyone has a use case for them (instead setting the HOUDINI_* versions), I'm interested to hear about it.
Houdini Engine for Maya » Volumes Motion Blur?
- awong
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If it's transform blur, then it should work. I did a quick test with mentalray, and the transformation blur renders correctly.
Though I did found (and fixed) a bug where the fluid node only contains the SOP-level transform, and not the OBJ transform.
Though I did found (and fixed) a bug where the fluid node only contains the SOP-level transform, and not the OBJ transform.
Houdini Engine for Maya » Houdini Engine for Maya 2015
- awong
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Houdini Engine only supports OTL assets. If you simply want to import bgeo files, you can have a file sop wrapped in an asset. This would let you load bgeo files through Houdini Engine. bgeo files don't have the same 4GB limitation (I think you meant 4GB limit, and not 4TB). Alembic had a 2GB or 4GB limit on Windows at one point, but I don't know if that limitation still exists or not. It'd depend on the compiler used to compile Alembic, which depends on the Maya version.
Houdini Engine for Maya » Volumes Motion Blur?
- awong
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I assume you mean motion blur for fluidShape, since Houdini's volumes are brought into Maya as a fluidShape. The velocity volume from Houdini is mapped into velocity grid in Maya's fluidShape. So if Arnold can use the velocity grid to create motion blur, then it should work.
I don't know what kind of motion blur support Arnold has for fluidShape though. Does motion blur work for native fluid that's simulated in Maya? I'd recommend doing a simple test to verify that it works for native Maya fluids, then do a similar test for Houdini Engine.
I don't know what kind of motion blur support Arnold has for fluidShape though. Does motion blur work for native fluid that's simulated in Maya? I'd recommend doing a simple test to verify that it works for native Maya fluids, then do a similar test for Houdini Engine.
Houdini Engine for Maya » Issue when using opinputs in VOPs
- awong
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Sorry about the delay. (Been a bit busy lately.) The bug that was fixed in 13.0.540 was purely on Maya side. Looks like there's a problem with the Engine side too. I'll look into this asap.
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