I'm having a really hard time getting houdini to export a proper, working alembic file for further use in Maya and or Max.
Its a RBD sim, cached into bgeo.
I'm getting rid of all attributes i don't need, I'm making sure its a packed prim, with a proper @path primitve attribute for each pice.
One frame of bgeo cache is about 30MB, with just @path and @P as attributes (its 2.7mio polys)
I'm using the Alembic ROP in the /out context to adjust the export options.
The only way I'm actually getting an alembic out without a crash of houdini and the actual mesh in there is when having the Packing Option turned to Deform.
But then I get a single Animated(deformed) Shape node, that is nearly unusable performance whise in maya.
I thougth having turned the packing Option at “Transform” would do the trick, to actually have just transform nodes of the centroids with the srt animation and the pieces as geometry underneath, undeformed.
But houdini crashes on export with a fatal error.
Any way I'm trying to export this thing, is incredible slow. like 40 frames take 40minutes to export, and I should be doing around 500 frames.
Can somebody help me on that and guide me through a proper way of getting a Destruction sim out of Houdini into another 3d software package.
I can imagine having 37k transform nodes being a little bit slow, but taking that long, there must be something i do wrong.
its basically a 37k deformed point cloud with normals that has a 2.7mio total geo as pieced connected to it. can't be that insane.
People in vfx probably do this all day

any help appreciated
cheers Martin



