Wondering if anyone has had similar issues as this:
Am exporting an RBD sim from Houdini to Maya for lighting via Alembic:
Unless I triangulate the mesh before export, the Alembic importer in Maya tells me the UV's are not per vertex and so do not come through. If I triangulated the mesh post-sim the UV's come through fine but the MBlur produces weird results in both VRay & Maya Software.
I've found I can solve this by triangulating the geo before sim and both UV's and MBlur are then fine - although regrettably by sim is 10% less awesome than it was.
The boffins at my company insist their importer is fine, and it's the Houdini exporter that might be the prob.
Has anyone had a similar problem, or aware if this is a known issue?..
Thanks
Alembic Export - UV's and MBlur
12051 3 2- Mikal
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- hcmistryvfx
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Here is little bit info about the same problem.
http://code.google.com/p/alembic/issues/detail?id=263 [code.google.com]
Check it out.
I had little bit similar issue but it was because of changing poly count.
http://code.google.com/p/alembic/issues/detail?id=263 [code.google.com]
Check it out.
I had little bit similar issue but it was because of changing poly count.
Mikal79
Wondering if anyone has had similar issues as this:
Am exporting an RBD sim from Houdini to Maya for lighting via Alembic:
Unless I triangulate the mesh before export, the Alembic importer in Maya tells me the UV's are not per vertex and so do not come through. If I triangulated the mesh post-sim the UV's come through fine but the MBlur produces weird results in both VRay & Maya Software.
I've found I can solve this by triangulating the geo before sim and both UV's and MBlur are then fine - although regrettably by sim is 10% less awesome than it was.
The boffins at my company insist their importer is fine, and it's the Houdini exporter that might be the prob.
Has anyone had a similar problem, or aware if this is a known issue?..
Thanks
Harsh Mistri
Effects TD
Method Studio Vancouver
Effects TD
Method Studio Vancouver
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Mikal79
Wondering if anyone has had similar issues as this:
Am exporting an RBD sim from Houdini to Maya for lighting via Alembic:
Unless I triangulate the mesh before export, the Alembic importer in Maya tells me the UV's are not per vertex and so do not come through. If I triangulated the mesh post-sim the UV's come through fine but the MBlur produces weird results in both VRay & Maya Software.
I've found I can solve this by triangulating the geo before sim and both UV's and MBlur are then fine - although regrettably by sim is 10% less awesome than it was.
The boffins at my company insist their importer is fine, and it's the Houdini exporter that might be the prob.
Has anyone had a similar problem, or aware if this is a known issue?..
Thanks
There's currently a bug in h12.1 w.r.t. motion blur. You can work around it by rendering at sub-frame increments (see subframe.zip).
w.r.t. the uv's, does your model in Houdini have point or vertex texture coordinates. Attached is a .zip file which has two boxes, one with point textures, the other with vertex textures. Do either version work in Maya?
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