Yes I am aware of the subset Groups in the sop import.
But I want to avoid subsets because they store indices of faces by primitives, wich is overkill for what I want.
USD collection is what I need but I have no idea how to set it up from SOP to get nicely in LOPS.
Any idea ?
Found 12 posts.
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Solaris and Karma » Group SOP to collection LOPS
- Tylius
- 12 posts
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Solaris and Karma » Group SOP to collection LOPS
- Tylius
- 12 posts
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Hi !
Is there a way to convert a group made in sop in a collection in lops ?
I want to avoid subset because heavier.
thx
Is there a way to convert a group made in sop in a collection in lops ?
I want to avoid subset because heavier.
thx
PDG/TOPs » PDF/TOPs Time time dependent simulation
- Tylius
- 12 posts
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zjruan
Actually I have just figure out the problem with the ROP path and it’s all working fine now..
I have the exact same problem right now, I would appreciate it if you share what caused it for you and how you solved it...
Houdini Learning Materials » Houdini arnold materialx doesn't work
- Tylius
- 12 posts
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I am experiencing the same issue.
A scene containing MaterialX standard surface shaders, renders fine with Karma but not Arnold, the strange part is that the same USD file renders fine with Arnold in Maya (MtoA).
Karma :
Arnold :
Scene files :
Using Houdini : 19.5.403
HtoA 6.1.3.3 (Arnold 7.1.3.2)
UPDATE : In my case it is HtoA version, MaterialX wasn't supported with USD.
A scene containing MaterialX standard surface shaders, renders fine with Karma but not Arnold, the strange part is that the same USD file renders fine with Arnold in Maya (MtoA).
Karma :
Arnold :
Scene files :
Image Not Found
Using Houdini : 19.5.403
HtoA 6.1.3.3 (Arnold 7.1.3.2)
UPDATE : In my case it is HtoA version, MaterialX wasn't supported with USD.
Edited by Tylius - 2022年11月4日 11:40:53
Technical Discussion » How to mirror objects in lops ?
- Tylius
- 12 posts
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Hi !
Someone know what is the best way to mirror an object in lops context ?
I've tried whit the point instancer with adding "@scale = {-1,1,1}" to the point.
But I get strange behaviour in other usd package.
Any idea ?
Someone know what is the best way to mirror an object in lops context ?
I've tried whit the point instancer with adding "@scale = {-1,1,1}" to the point.
But I get strange behaviour in other usd package.
Any idea ?
Technical Discussion » How to bevel border edges ?
- Tylius
- 12 posts
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Unfortunatly the bevel SOP only works as far as I know with inner edges but not on border edges.
Does someone know a trick to bevel border edges ?
Does someone know a trick to bevel border edges ?
Edited by Tylius - 2022年9月2日 02:43:07
Solaris and Karma » Arnold standin rendering with deadline
- Tylius
- 12 posts
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Is it possible to export an arnold `.ass` file(s) in LOPs ?
The reason I'm asking this, is because we'd like to send our renders to our farm as standalone arnold jobs, we currently use Deadline, and the deadline arnold plugin currently doesn't seem to work so well for that in houdini, I already contacted thinkbox for that, but I was wondering if you guys already were able to send Arnold jobs from houdini to deadline or simple export .ass files from LOPs.
The .ass file should reference the USD containing all the scene data normally. We currently can't send USD file directly to deadline since it doesn't yet support that.
The reason I'm asking this, is because we'd like to send our renders to our farm as standalone arnold jobs, we currently use Deadline, and the deadline arnold plugin currently doesn't seem to work so well for that in houdini, I already contacted thinkbox for that, but I was wondering if you guys already were able to send Arnold jobs from houdini to deadline or simple export .ass files from LOPs.
The .ass file should reference the USD containing all the scene data normally. We currently can't send USD file directly to deadline since it doesn't yet support that.
Technical Discussion » Houdini UVs interpreted as separate UV set in Maya
- Tylius
- 12 posts
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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
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 - 2020年8月12日 17:42:29
Technical Discussion » Alembic sequence with changing path problem in Maya
- Tylius
- 12 posts
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Ok,
After some headaches understanding PDG workflow with SOP and attributes I made it work.
If it can help some one, here is the hip file.
After some headaches understanding PDG workflow with SOP and attributes I made it work.
If it can help some one, here is the hip file.
Technical Discussion » Alembic sequence with changing path problem in Maya
- Tylius
- 12 posts
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Thanks for your Explanation jsmack !
The aim behind this simple example was to process à sequence of FBX file (cleaning topology and stuff …).
Unfortunately I didn't find on internet a good explanation to do this with shell rop or TOPs.
It must be simple task to do with TOPs I think but all th examples I found uses wedges and stuff with no clear example to setup an alembic ROP inside TOPS.
Do you have any good ressources to share ?
The aim behind this simple example was to process à sequence of FBX file (cleaning topology and stuff …).
Unfortunately I didn't find on internet a good explanation to do this with shell rop or TOPs.
It must be simple task to do with TOPs I think but all th examples I found uses wedges and stuff with no clear example to setup an alembic ROP inside TOPS.
Do you have any good ressources to share ?
Technical Discussion » Alembic sequence with changing path problem in Maya
- Tylius
- 12 posts
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Ok I'll try to be more precise with the problem.
In the hip file I sent the aim is to export three or more cube with a unique path attribute.
Here is the prim wrangle code :
That will give me :
frame 1 : s@path = “/cube_01/cube_01_Shape”
frame 2 : s@path = “/cube_02/cube_02_Shape”
frame 3 : s@path = “/cube_03/cube_03_Shape”
…etc
I export my geometry with an Alembic Rop with a frame range from 1 to 3,
path set whit “$HIP/cube_$F2.abc” and “Build Hierarchy From Attribute” checked.
I end up with tree abc file containing one cube with a unique path.
Here is where the problem begin :
Now when I import one of those cube in Maya I should get one unique transform in Maya.
But If I import let say the third exported cube I also get two empty transform from cube 1 and 2.
It is like if the ROP alembic keep's the path of the previous export and iteratively add it to the curent export.
I don't understand this behavior, how can I get rid of this ghost transform ?
In the hip file I sent the aim is to export three or more cube with a unique path attribute.
Here is the prim wrangle code :
string frame = "_"+sprintf('%02d',@Frame); string name = "/cube"+frame; s@path = name+name+"_Shape";
That will give me :
frame 1 : s@path = “/cube_01/cube_01_Shape”
frame 2 : s@path = “/cube_02/cube_02_Shape”
frame 3 : s@path = “/cube_03/cube_03_Shape”
…etc
I export my geometry with an Alembic Rop with a frame range from 1 to 3,
path set whit “$HIP/cube_$F2.abc” and “Build Hierarchy From Attribute” checked.
I end up with tree abc file containing one cube with a unique path.
Here is where the problem begin :
Now when I import one of those cube in Maya I should get one unique transform in Maya.
But If I import let say the third exported cube I also get two empty transform from cube 1 and 2.
It is like if the ROP alembic keep's the path of the previous export and iteratively add it to the curent export.
I don't understand this behavior, how can I get rid of this ghost transform ?
Edited by Tylius - 2020年7月9日 13:04:54
Technical Discussion » Alembic sequence with changing path problem in Maya
- Tylius
- 12 posts
- Offline
Hi folks,
I have an annoying issue when i export a geo in alembic sequence with changing path attribute to Maya.
I increment the path whit a wrangle node based on frame.
Seams to be Maya keep all the previous path as an empty group.
Any idea ?
I have an annoying issue when i export a geo in alembic sequence with changing path attribute to Maya.
I increment the path whit a wrangle node based on frame.
Seams to be Maya keep all the previous path as an empty group.
Any idea ?
Edited by Tylius - 2020年7月9日 10:27:15
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