So my problem is I'm trying to make a wood splinters in Houdini. My current set up is.
Geometry
Transform
Scatter
Fracture Points
Fracture
Transform
But my problem arises when I try to put that information into my DOP pre fractured. Where I'm currently getting no fracturing and the scale is incorrect.
Sorry if this a really nooby question, I'm primary a Maya user but I'm trying to expand.
Wood Splinter
5889 8 1- joshcurtis1991
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- zdimaria
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- joshcurtis1991
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- zdimaria
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- joshcurtis1991
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- zdimaria
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http://www.sidefx.com/docs/houdini12.1/io/geo [sidefx.com]
you can use a file sop or a rop out driver
you can use a file sop or a rop out driver
.
- sl0throp
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While you can find sequence importers for both .bgeo and .obj for Maya it is slow and clunky- a much better option would be to use .FBX or Alembic which works really well in most cases. You should use an attributePromote to promote your points to vertices with a facetSop to give the geometry good normals. You can change your normals in Maya but usually have to unlock them.
- goldfarb
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- mattv
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sl0throp
While you can find sequence importers for both .bgeo and .obj for Maya it is slow and clunky- a much better option would be to use .FBX or Alembic which works really well in most cases. You should use an attributePromote to promote your points to vertices with a facetSop to give the geometry good normals. You can change your normals in Maya but usually have to unlock them.
If your mesh came in from Maya originally though, I'm guessing a facetSop is going to mess up all the original normals, correct?
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