Showing posts with label export. Show all posts
Showing posts with label export. Show all posts

Tuesday 31 January 2023

exporting custom attributes in Alembic to Blender

We use the setattribtypeinfo function to force an attribute to be a color type. Just like Cd usually is.

This will probably streamlined and not necessary in future versions of Blender, but it seems like it is still necessary atm (Jan 2023)

using a point wrangle, set to detail (so it only runs once)

 setattribtypeinfo(0,"point","attributename","color");


here I'm forcing an attribute called attributename to be recognised as a color type & not just 3 floats.
I'm using the rop_alembic output to write the abc file.

Thursday 1 April 2021

attaching nulls to parts of a moving/deforming object. rivet.

At SOP level, select 3 points of the geo you need to attach a rivet to, this is to calculate rotation (if your object/mesh-area is rotating/deforming)

Make a group with these points, call it something like "pivot_group".

 Go up to Object Level and make a Rivet node.
Here, specify the SOP eg - /obj/geo1/object_merge1

and the pivot_group in the Point Group dialog box.


You can now parent a NULL or something else to the rivet. Something I noticed, was the rotation of the null can be a bit offset, and I've been manually adjusting the rotation...

If you're exporting a null for Flame, you might be better off parenting a camera object, as the alembic export seems to ignore the null. Maya will import a null, although it will show up as an invisible point, so again you're probably better off using a camera for this too.

I've been exporting the null using the File-Export-Alembic tool..

Thursday 5 April 2018

Exporting curves to Maya

When exporting curves to Maya as arnold ASS files, you can export "pscale" (this can remain a point value) for thickness. Note, it can be varied along the length of the curves, to create variation/tapering etc. A good way to preview the pscale is to add a "polywire" node. You might have to use pscale/2 for the polywire radius. (remember to blast most of your curves first if there are lots and lots of them!)

In the options for the Arnold archive output, make sure the "export Asstoc file" box is ticked. This creates the bounding box info for the curves.


Thursday 23 November 2017

multiple colour sets on alembics, for Maya

This probably contradicts something I've written before, but you CAN export multiple colour sets in Houdini, for alembicking. The key is in the attribute creation. Make sure you use an explicit attribute create node, specify a float, of colour type. Oh and make sure it's on the vertices, because Maya. It will now show up along trusty ol' Cd in Maya's Color Set Manager.

Friday 14 October 2016

Exporting simple multiple objects from Houdini to Maya

Assuming... you've duplicated objects around, animated them etc... AND the objects are single mesh things. Eg. a Sphere, a torus.... Not a multi-object thing.

Create a "connectivity" node and set the connectivity type to Primitive. This should be connected to the group of objects you're exporting.

This creates a Primitive attribute which assigns an integer value, based on the object's "shell".
eg. the primitives in Cube 1 might have a value of 0, Cube3 might have a value of 4 or whatever..

Connect a Primitive Wrangle and put in:

s@path = 'fish_GRP/fish_' + itoa(i@class) + '_GEO/fish_'+ itoa(i@class)+'_GEOShape';

where the path attribute created is making a group called "fish_GRP" and objects called "fish_1_GEO" and their respective Maya shape nodes called "fish_1_GEOShape".

It seems necessary to build the complete hierarchy for Maya, otherwise the individual shape nodes are not so easily accessible..

Finally, using a ROP_Alembic node, output your file, making sure that you have
"Build Hierarchy from Attribute" ticked ON, and set to "path".
The other bits are left as default...