Hi, I changed the world axis orientation to Z up (default Y up) as I mainly work with apps that use this orientation (Maya, Substance,Unreal…), the problem is that for Houdini scenes that were been created with default Y up orientation, I have trouble getting them to suit the Z up orientation. How to solve the problem?
By the way how do I activate ambient occlusion in the viewport like in maya so you can get better sense of depth?
World Orientation Issue & viewport Ambient Occlusion
2446 3 1- MasterHipoly
- Member
- 3 posts
- Joined: 4月 2019
- Offline
- -Pietro-
- Member
- 14 posts
- Joined: 11月 2019
- Offline
- Herve
- Member
- 40 posts
- Joined: 8月 2018
- Offline
MasterHipoly
the problem is that for Houdini scenes that were been created with default Y up orientation, I have trouble getting them to suit the Z up orientation. How to solve the problem?
On a per object basis, if you mainly do modeling work then export at least, You can do your main work in Houdini's default Y orientation, then use a Matchaxis node downstream before exporting, for example. For Y to Z it would look like this:
Edited by Herve - 2019年11月6日 04:10:24
- MasterHipoly
- Member
- 3 posts
- Joined: 4月 2019
- Offline
-Pietro-
You can enable ambient occlusion from the high quality lighting button
HerveMasterHipoly
the problem is that for Houdini scenes that were been created with default Y up orientation, I have trouble getting them to suit the Z up orientation. How to solve the problem?
On a per object basis, if you mainly do modeling work then export at least, You can do your main work in Houdini's default Y orientation, then use a Matchaxis node downstream before exporting, for example. For Y to Z it would look like this:
Thanks guys, you really help me
-
- Quick Links