[Sidefx-houdini-list] FBX import, no geometry

Robert Magee rmagee at sidefx.com
Wed Oct 13 11:49:30 EDT 2010


One thing to note since I wrote that. H11 does now support vertex normals in the viewport (and still in Mantra). You can also cusp geometry to get vtx normals using the Vertex SOP and from the Normal menu, choose cusping then set an angle...

Robert

On 2010-10-13, at 11:06 AM, Larry Giunta wrote:

> yeah, our issue last time unfortunately was not simply reversed normals.
> It was an issue of the vertex normals not converting correctly.
> 
> Robert explained it my better than I can so I'll include his reply below
> 
> ---
> If the model has vertex normals set up in Maya then you can export the
> model to Houdini as an FBX file and it will come in with those normals
> intact. Now Houdini's viewport does not support vertex normals and you
> wouldn't be able to see them except the FBX importer automatically
> throws down an edge cusp node that only cusps edges from the model that
> have sharp edges.
> 
> You can actually throw this edgeCusp node away and the File SOP will
> bring the model in with Vertex normals as attributes. The model will no
> longer look cusped in the viewport but since Mantra DOES support vertex
> normals and it will render fine. Note that if you add extra sops after
> the File sop then the vertex normals may be compromised therefore this
> assumes that you don't want to do very much in sops after it is  
> imported.
> 
> Obj does not support vertex normals properly - they come in but they are
> mangled when you render. FBX is the way to go. Viewport support for
> vertex normals is on our radar but for now support for vertex normals in
> Mantra is there if you can take advantage.
> 
> Robert
> 
> -------
> 
> 
> 
> On Oct 13, 2010, at 10:28 AM, Phil Spicer wrote:
> 
>> Hi Larry,
>> 
>> A reverse sop seems to fix problematic .obj files from other  
>> packages...
>> 
>> Kind regards,
>> 
>> Phil.
>> 
>> 
>> On 13 Oct 2010, at 15:14, Larry Giunta wrote:
>> 
>>> Thanks Phil. Yes, that is an option and probably where we will go if
>>> we can't get FBX working correctly.
>>> 
>>> However last year, on a similar project, we had a lot of trouble with
>>> vertex normals on the obj export ( I don't think they are supported
>>> there).
>>> so we tried FBX on the suggestion of Ivan and Robert M. .... and that
>>> worked great.
>>> 
>>> I'm not even sure if vertex normals will be an issue on this model,
>>> but we figured lets give FBX a shot first since we had luck with it
>>> last time.
>>> Trying to further our knowledge on the format and all that stuff.
>>> 
>>> Thanks also Quinn. We will try a convert to poly + FBX combo next.
>>> 
>>> Larry
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> On Oct 13, 2010, at 9:44 AM, Phil Spicer wrote:
>>> 
>>>> Hi Larry,
>>>> 
>>>> Can you export as a .obj?
>>>> 
>>>> Kind regards,
>>>> 
>>>> Phil.
>>>> 
>>>> 
>>>> 
>>>> 
>>>> On 13 Oct 2010, at 14:31, Larry Giunta wrote:
>>>> 
>>>>> Hello all,
>>>>> 
>>>>> We're trying to import an FBX file exported from Maya ( original  
>>>>> data
>>>>> was .STEP).
>>>>> We really only need the model
>>>>> 
>>>>> The FBX seems to import but no actually geometry comes in. There  
>>>>> are
>>>>> tons of objects labeled like parts of the model,
>>>>> but all file SOPs list 0 primitives, 0 points.
>>>>> 
>>>>> Anyone every experience this? I'm hoping it may be something simple
>>>>> but we've been up and down the import options in Houdini with no
>>>>> luck.
>>>>> Wondering if there is some direction I can offer to the Maya artist
>>>>> that may help on the export side.
>>>>> 
>>>>> The FBX file in question does appear to be around the correct  
>>>>> size so
>>>>> something is in there ... and it does import back into Maya
>>>>> correctly.
>>>>> 
>>>>> Any thoughts or suggestions would be very much appreciated.
>>>>> 
>>>>> Thanks,
>>>>> 
>>>>> Larry
>>>>> G Creative Studios
>>>>> 
>>>>> 
>>>>> 
>>>>> 
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>>>>> 
>>>> 
>>>> 
>>>> 
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----
Robert Magee
Product Marketing Manager
Side Effects Software Inc.
www.sidefx.com

416 504-9876 x327







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