Pascal Beeckmans


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Recent Forum Posts

Exporting .fbx as object sequence (frame by frame). March 5, 2018, 2:07 p.m.


I have an object sequence in sop (every frame generates a new geometry), and I need to export it as frame sequence, something like tree_$F.fbx. But so far the .fbx rop seems to write only the first frame, and some kind of animation data (in a folder called **.fpc).

In other word, I need the frame by frame option from the .abc rop, but for a .fbx format.
Is it any magic workaround to solve this ?

Signed custom attribute to .exr texture. Dec. 21, 2017, 10:54 a.m.


I think I'm starting to understand the texture baking in Houdini.

So the question is a little bit different, how can I save signed .exr ? (.exr is supposed to support negative value right ?)

Signed custom attribute to .exr texture. Dec. 20, 2017, 11:12 p.m.


I have a small grid (64*64 row/columns), uv coordinate (0,1), and a custom point attribute called “custom” (vector)
And I have no clue how I can create a little texture (64*64, .exr), to store this custom attribute.

- I have tried the ‘simple bake’ from the gamedevtools, but I always have .py error when I try to add my Custom Channels.
- I have tried to use the Vertex color baking (still with the gamedevtools “simple bake”), storing my custom vector in a @Cd (point), but negative component of my vectors return a 0 value in the baked image.

Maybe it's possible to import my grid in a COP, but I'm not really sure about the procedure (seems to work with heightfield, so maybe I should convert my grid as an HF and transfer my attribute).

Any hint to send me in the right direction would be really appreciated.