Support Houdini Engine Assets inside a Maya Reference

   119   2   1
User Avatar
Member
2 posts
Joined: Jan. 2017
Offline
I've been trying to setup a network of Assets into a Maya scene file, with one Asset generating a nurbsCurve which then feeds into a second Asset that in turn generates 3 meshes. Here's a screenshot of the setup:


Due to my production needs, I then have to take the scene file with this setup and add it as a Maya Reference into multiple other scenes.

The problem here is that both Assets are always destroying their output nodes and re-generating new ones every time the Asset itself is Synced/Reloaded, which is an operation that is not allowed when these nodes are part of a Maya Reference.

Is there any way that I can prevent the outputs from being destroyed and keep the network intact?

I'm using:
Maya 2024
Houdini Version 19.5.1084
Houdini Engine Version 5.1 (API: 0)

Attachments:
Selection_003.png (107.2 KB)

User Avatar
Staff
642 posts
Joined: Aug. 2019
Offline
Unfortunately, no - the plugin is fundamentally architected to create and destroy nodes. The only way to get the nodes to truly persist would be to bake them, which would remove their interactivity.
User Avatar
Member
2 posts
Joined: Jan. 2017
Offline
johnmather
Unfortunately, no - the plugin is fundamentally architected to create and destroy nodes. The only way to get the nodes to truly persist would be to bake them, which would remove their interactivity.

I understand, thanks for the quick answer. It is a bit unfortunate though because it does make pipeline integrations a lot more difficult. Could this be a feature that can be considered for future versions of the plugin?
  • Quick Links