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Jose_SAEZ
Hi guys, im developing some HDAs for Maya, and one of those require to scatter some points over a surface, to do so im using an attribute to controll the density of points by painting influence areas(using an attribute paint sop).
So what i want to know is how to paint that mask in maya and transfer that attribute to the HDA.
The way i do it is pluging the attribute paint to the main input of the asset and typing the attribute name in one checkbox linked to a scatter node.
That's easy in Houdini but im not quite sure of how to create and link that attribute in Maya.
Any ideas?

Thanks in advance.

Jose
Pd: Here are some images of the Hda in Houdini and Maya.
johnmather
When you paint vertex colors in Maya, they are brought over into Houdini as Cd attributes. You can use these to drive your mask.

See here for all of the attributes that you can use: https://www.sidefx.com/docs/houdini/maya/mesh.html [www.sidefx.com]
Jose_SAEZ
johnmather
When you paint vertex colors in Maya, they are brought over into Houdini as Cd attributes. You can use these to drive your mask.

See here for all of the attributes that you can use: https://www.sidefx.com/docs/houdini/maya/mesh.html [www.sidefx.com]


So for example if i set the density to work on Cd.x and then paint the mesh in maya the asset should read it and scatter points accordingly?
johnmather
Correct. What you can do is open the Houdini Engine menu in Maya, go to Debugging and then choose View Assets in Houdini. This will show you how Houdini sees the Maya scene. You will then see the attributes that are being passed into the HDA that you can utilize.
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