Hair/Fur into Maya as Alembic question
20448 9 2- Sam Rolfes
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- awong
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This question is probably better suited in the “Technical Discussion” board, since this board is for the Houdini Engine for Maya plugin. I can try to answer the question though.
The “hairgen” object is actually being exported as a single point. This is because the hairgen object is setup to render using procedural geometry by default. If you change the “Render -> Hair Generation” to “Use SOP Geometry”, you should be able to export the dense hair into Alembic.
The “hairgen” object is actually being exported as a single point. This is because the hairgen object is setup to render using procedural geometry by default. If you change the “Render -> Hair Generation” to “Use SOP Geometry”, you should be able to export the dense hair into Alembic.
Andrew / アンドリュー
- Sam Rolfes
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- jessmeowlove
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- awong
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- ajayj937
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- juliap
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Did you try the solution that Andrew recommended above? - it does work in the sense that it brings in the curves to Maya. Although with that many shape nodes in Maya the performance for anything other than draw or render will make it unusable - i.e. you can't effectively select or edit individual curves with the viewport open - at least not with a realistic amount of fur. (and don't open the node editor) (Surprisingly enough, the outliner was ok with 100K curves)
If you need to modify the groom in Maya in any way, you'd be better off exporting the guide curves only and and using them to drive xgen.
If you need to modify the groom in Maya in any way, you'd be better off exporting the guide curves only and and using them to drive xgen.
Edited by juliap - 2019年11月13日 10:18:00
- ajayj937
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- johnmather
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Hi Ajay,
If you import an alembic directly into Maya, like has been shown above, you will incur a major performance penalty as each curve is imported individually. For a groom, this can easily be in the millions of curves. In order to avoid this, the best option would be to see if your renderer has a proxy geometry node that will only import the file at render time. For example, VRay has VRayProxy and Arnold has Stand-ins.
If you import an alembic directly into Maya, like has been shown above, you will incur a major performance penalty as each curve is imported individually. For a groom, this can easily be in the millions of curves. In order to avoid this, the best option would be to see if your renderer has a proxy geometry node that will only import the file at render time. For example, VRay has VRayProxy and Arnold has Stand-ins.
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