Houdini 16 to Maya Hair/Fur - Ideas- Brainstorm - Pipeline - Approaches

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Hello Everyone,

I am playing with new H16 hair system which works great ( thanks for the master class), I am interested in developing a work-flow at which I can groom Hair/Fur in Houdini and export it to Maya for rendering.

I am thinking of developing an OTL to import/export the data, but in the meantime if anyone have any thoughts or ideas, I would love to hear and discuss.


Thanks.
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OTL/HDA is very basic right now, and I figured few things after spending some time, I have a file node and an alembic node with a switch that are controlled with a toggle and promoted at top level.

1- Works fine inside houdini loading and switching with a toggle b/w bgeo and alembic.
2- Houdini Engine loading the HDA smoothly in Maya.
3- Not reading .bgeo for some reason and giving a warning “unable to read file ../( rest of my file path)”.
4- Alembic works fine but its showing each curve separately.
5- I am trying to pack it as a single object or I trying to visualize it as a bounding box (in progress).

I ll update the thread as soon as I made any further progress, trying to resolve why bgeos are not working at first place and how can I read all curves with a single node (may be changing default alembic type to HDF5 or ogawa would help..)
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Also thinking same thing with curves exporting back to maya for.. interested to hear more
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Interested in such a workflow. Did you get a result?
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