All I want to do is export some semi organised geometry from maya to houdini, import it, flatten UVs (generate them first if needed, as the geoemtry comes from random sources), then have the geoemtry laid out based on names.
The last bit would refer to the object names, so in maya I might have a group called "tree_a", so in houdini this would ideally be a separate UDIM.
I've spent many hours reading about this and doing tests but seem to have not acheived what I thought would be an easy way of giving basic uv's.
If anyone has an idea of how this might be done I'd love to hear.
I can include an example alembic which is just some random basic props laid out.
My screenshot is just the random tests I was doing, I am aware that the highlighted attribute wrangle has 0 peices going into it but that's due to me breaking that test just before deciding to post this!..
