Houdini UVs interpreted as separate UV set in Maya

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Hi Everyone,

After an update of Houdini 18, when I export a geometry as an alembic with uv attribute to Maya, the UVs are read as a separate uv set instead of the default uv set. One workaround I found is to rename the uv attribute to “map1” (name of the default Maya uv set) then I get other issues… I've never had to do that manipulation before. I don't think the problem comes from Maya, again everything was working fine for years and the change appear after an Houdini update. So why I have to do that now to have my Uvs recognized in Maya ?
That is really annoying.

Here is the screenshots of what comes from in Houdini and what I get in Maya.

Can anyone confirm me the same behavior and/or explain me how to make it work with Maya as before ?

Thanks
Edited by Tylius - Aug. 12, 2020 17:42:29

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maya_screen.png (3.8 KB)

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I think I'm having the same issue.
I have an FBX geo from 3dsmax that has separate IDs and proper UV mapping.
I load it in Houdini and all attributes are ok, mapping included. But when i export it after breaking it with voronoi (i still see correct mapping in houdini), UVs get lost in the export process somehow. Even trying to open the Alembic file with different software than 3dsmax i have no UVs.
Edited by MirkoBinyan - Sept. 4, 2020 00:11:58
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