Hello!
I'm trying to figure out a way to import in houdini some crease or sharp edge information. What would be the best for me to retrieve the sharp edge in Blender as attributes inside Houdini when the mesh is imported?
Thank you for your help
Best way to transfer edge data from Blender to Houdini
2052 3 1-
- guedin
- Member
- 7 posts
- Joined: Feb. 2013
- Offline
-
- SWest
- Member
- 313 posts
- Joined: Oct. 2016
- Offline
Hi guedin. My idea is that polygon face groups can be transfered between these apps. In your image you have edgea only and for this I do not have a quick and simple answer.
Eventually I hope to find time to look into this for an Applink Asset that is being developed. So thanks for bringing this need up.
Eventually I hope to find time to look into this for an Applink Asset that is being developed. So thanks for bringing this need up.
Interested in character concepts, modeling, rigging, and animation. Related tool dev with Py and VEX.
-
- tamte
- Member
- 9380 posts
- Joined: July 2007
- Offline
you need to make sure the sharp edge information in Blender is applied to normals first before you export
but once you have geo in Houdini with split normals marking hard edges you can use Group From Attribute Boundary SOP, set Attributes to N and it will group all hard edges (edges where normals are split)
but once you have geo in Houdini with split normals marking hard edges you can use Group From Attribute Boundary SOP, set Attributes to N and it will group all hard edges (edges where normals are split)
Edited by tamte - June 18, 2023 14:43:01
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
-
- SWest
- Member
- 313 posts
- Joined: Oct. 2016
- Offline
Thanks Tamte. This will work and I added a video to demonstrate one approach.
However, I guess this method just create edge groups.
In some cases a modeler might want to have various crease weights and so far I've not found an answer or solution to this (regarding Blender to Houdini).
However, I guess this method just create edge groups.
In some cases a modeler might want to have various crease weights and so far I've not found an answer or solution to this (regarding Blender to Houdini).
Interested in character concepts, modeling, rigging, and animation. Related tool dev with Py and VEX.
-
- Quick Links


