Apply materials to fracture sim and export via alembic

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Hey, I'm trying to export an alembic of an RBD Bullet Fracture sim to be textured in Blender. The mesh (which is a phone)has different islands and they have separate material for example a different material for screen, camera, etc. I am very new to Houdini so please bear with me.
I use rop alembic exporter, it works perfectly in Blender but the only issue is that its in grey scale and since its in hundreds of pieces, i cant assign materials.
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One way is to pre-group your geometry before fracturing. After the fracture, unpack the geometry and convert the groups into a primitive string attribute you can use to drive the hierarchy field on the output ROP.

if(inprimgroup(0,"inside",@primnum)==1){s@part_name = "inside";}
if(inprimgroup(0,"case",@primnum)==1){s@part_name = "case";}
if(inprimgroup(0,"back",@primnum)==1){s@part_name = "back";}
if(inprimgroup(0,"screen",@primnum)==1){s@part_name = "screen";}
This will provide you with a single object in Blender for each part you want to define.
Edited by Enivob - July 3, 2025 08:56:41

Attachments:
Untitled-1.jpg (187.7 KB)
ap_fracture_phone_alembic_output_070325.hiplc (318.3 KB)

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