Clayton Krause

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foreach connected breakout to own geo Dec. 7, 2018, 1:03 p.m.

I'm curious at thoughts on best approach to do the following-

Take one lump of geometry with various poly islands. Run over reach like a foreach connected, output each connected chunk into it's own geo container via object merge, parent under the original geo container.

I can do most of what I'm fixing to do via HOM, but I'm getting caught on how to get multiple outputs from a for loop. If anyone here has ideas on best approaches, I'd appreciate to hear it.

Best,
Clayton

Here's a visual of what I'm looking to do (doesn't make sense, but helps with the understanding perhaps)-

normals when wrangled through Dec. 5, 2018, 6:56 p.m.

Do not envy you for having to make Houdini sing with Maya, sounds tough.

I'm happy just confirming there is an issue and this isn't expected behavior. Honestly, I wasn't sure and was getting worried that this was just how Houdini Engine was as this has been my first experience with it. Good luck, please reach out if you need any scenes or assets from me.

I thank you for your time and patience.

normals when wrangled through Dec. 5, 2018, 5:37 p.m.

Last thing I'll say about the normal situation is that I get better results exporting the geo from Houdini from FBX and importing it back into Maya…

This leads me to think that maybe Maya 2018.3, Houdini 17.0.416, Engine 3.2 is bug-happy. Hope this all gets sorted out because the idea of Houdini Engine is a powerful one.