Dealing with complex env imported from another package.... Questions for the Magicians

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Lady and gentleman, Hi

Most examples are based on one surface, im just starting Houdini despite being in the industry for a decade, im wondering what would be the best approach to do FX not one only on one obj but a full complex scene cgi env imported for another rendered, where i could have all kind of geo, topology i mean, from high to low…

What would be your approach if i have not one objects but a full complex CG environment, photorealistic look. Could i merge convert all alembic input mesh, even if the topology is very different, convert it to one form of representation or not like VFB volume, point cloud *While keeping and baking all my textures inputs (several hundred), do FX deformation on this resulting object with the possibility to fracture the geo by adding more tessellation to face (will get a new shader mat for these new faces) and have a resulting deformed ob with the new mesh inside or better in a separate output?

Everything have to be export again at the end …

Do my words make sense?

vince..
————–
Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available Mid /end Feb 2017)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]

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Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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ok, so why one object, even if its one object, is it one abc file from Maya, but was it in Maya outliner these used to be seperate objects?

In that case, Houdini ABC will generate a path attribute inside the abc for each seperate shape object from maya.
Make sure to preserve this information. Because as long as you can preserve it you are able to reconstruct the maya outline structure during ABC export from Houdini.

We kinda do something similar in our pipeline although no alembics or FBX`s.

If you are going to create broken objects from these guys, make sure you also preserve INSIDE group which is created from voronoi fracturing I personally do not use primitive groups anymore but rather using point attributes. So, I create an integer attribute inside is either 0 or 1.

There are just many ways you can work with Houdini and they will all work as long as other program is able to use it also.

If you use a material sop instead of the one on the geometry level, you will see that per point material_path attribute. if you break or subdivide the mesh with this information apparent, it will be inherited to the new points.
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