[Sidefx-houdini-list] alembic. houdini-maya
jordanhalsey at gmail.com
Sun Sep 14 11:37:39 EDT 2014
Not sure what you mean when you say that it divides the geo in Maya.
Normals come into Maya fine, just make sure you have a facet sop with Post
Compute Normals on, and a vertex sop with the cusp attribute on if you
Usually at the end of my chain, I will have an attribute sop, where I
delete all unneeded attributes, a group sop with grouping turned off and in
the edit > delete section I delete any unneeded groups( especially groups
like @piece), a facet, a fuse and then a vertex. After the vertex will be
the name sop clicked on.
I use this workflow all the time and have no issues. I have noticed weird
behavior in Maya when re-importing an alembic archive that has changed but
has the same name. Version up. Also sometimes in Maya you need to unlock
*maya | houdini | nuke | ae*
On Sat, Sep 13, 2014 at 10:34 PM, Beatriz Lorenzo <bealobo at gmail.com> wrote:
> Thank you very much for your answer.
> The partition method doesn´t really work because it divides the geo in
> maya, and somehow the normals don´t look good (think a subdivided edge of a
> box). Normals... another thing that I cannot really export, but that´s less
> of an issue.
> Topology is changing too, to add a bit of suspense, could be the reason why
> the normals are not there.
> - So I´m left with the alembicROP from Imre that seems a bit complex? to
> install. It´ll export v as color. So it could potentially work.
> - Or using the SOuP plugin in maya, which I tried without success (not so
> skilled in maya).
> - A dodgy workaround based on selecting faces from the uv map but haven´t
> tested it through.
> - Cd as vertex outputs something like a ColorSet... ???
> - Will try the realflow plugin for sure.
> Any info on any of this appreciated. I assumed this was going to be easily
> done as passing attributes around is common grounds.
> Anyway! Thanks a lot in advance.
> Beatriz Lorenzo aka bealobo
> On 12 September 2014 15:22, Jordan Halsey <jordanhalsey at gmail.com> wrote:
> > To get groups, append a nameSop with group by name on in the nameSop. You
> > need to provide one of the groups name in the name section, the name
> > be the same as the group name. In the alembic Rop use partition by
> > attribute, with name going in the attribute to use. Also for format use
> > HD5. You will need to have view shapes on in Maya in the outliner and
> > down to see your group bindings. As well you need to make sure that the
> > name sop is the last in the chain and is ON (clicked Blue)
> > I have not tried to carry Cd via alembic but I believe there is another
> > alembicRop that Imre Tuske wrote that might carry this data - I have yet
> > use this. I have used .bin from the houdini realflow exporter to get Cd
> > into maya though, and that works no problem but I have only done this
> > points.
> > *Jordan Halsey*
> > *maya | houdini | nuke | ae*
> > *www.jordanhalsey.com <http://www.jordanhalsey.com>*
> > *323-273-9995*
> > On Fri, Sep 12, 2014 at 2:21 PM, Beatriz Lorenzo <bealobo at gmail.com>
> > wrote:
> > > Hello there!
> > >
> > > hey I´m trying to export a file from houdini to maya using alembic but
> > > is not recognized, I just need a float so I created a mask attribute
> > it
> > > didn´t work either.
> > > Anyone knows how to do this? I need to be able to select two areas
> > > change over time) of a geo in maya.
> > > Any trick in this direction will work, I also tried groups as facesets
> > but
> > > I can´t see these facesets in maya, only using an attribute to divide
> > > geo works but I cannot divide the geo really.
> > >
> > > Thanks,
> > >
> > >
> > > Beatriz
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