[Sidefx-houdini-list] Alembic from Houdini to Maya - transfer "N" and "v" ?
not.a.whale at gmail.com
Wed Feb 21 01:53:15 EST 2018
By the way, you can solve the problem with motion blur differently. You can
export Alembic with 2 motion sample and emulate moving by velocity. For it
before rop alembic output node put TimeShift with expression "floor($FF)"
after that add PointAttribute node with expression:
float tm = @Frame - floor(@Frame);
@P = lerp(@P, at P+@v*@TimeInc,tm);
After that look what happens between frames.
But this solution works fine if you render motion blur with option start
frame (not center of frame) motion blur. For example: Start 0, end 0.3. I
think you can rewrite expression that it will work for center of frame
motion. But I haven't tried it and don't be sure that will work correctly.
I hope it helps you.
ср, 21 февр. 2018 г. в 9:34, Nikita Musatov <not.a.whale at gmail.com>:
> Hello Fabricio. You can read about velocity on the solidangle page. There
> are use Soup plugin for remesh geometry.
> I hope it help for you.
> On Wed, Feb 21, 2018, 08:38 Fabricio Chamon <fabricio.chamon at gmail.com>
>> Hey everyone, as the title says.
>> I have been trying for the last days...no lucky. there might be some
>> gotchas along the way.
>> May somebody elaborate on what is the consistent way to transfer normals
>> and velocities from houdini to maya via alembic **for constant AND
>> topology** ?
>> I've tried to promote N to various contexts, changing "v" to various names
>> (v, vel, velocity) and types (vec3flt, 4flt).
>> I was not able to get MB working and neither normals (viewport looks
>> terrible, altough it kind of renders correclty).
>> here are some images to illustrate:
>> maya viewport normals
>> <https://www.dropbox.com/s/eyq4igpod72xxd1/tower_viewport.jpg?dl=0> / how
>> they look inside houdini
>> / render
>> comparision in maya
>> as for the MB, could not get it to work with any settings. (btw using
>> redshift, with deformation blur turned on)
>> any help is much appreciated!
>> thanks guys
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