kirk

kirk

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A pipeline with Max? 2008年7月23日9:29

It supports color values for diffuse, ambient, emissive, and specular, as well as single values for shininess and alpha.
Textures, however, are exported only in the diffuse channel, from OpenGL “ogl_tex1”, “ogl_tex2”, … parameter.

A possible workaround would be to assign other textures to ogl_tex parameter, export them all as diffuse (FBX supports multi-layered textures), and then on import into MAX, re-assign them to their appropriate channels/properties.

Thanks for the info. I guess fbx currently is able to transfer not only a texture assigned to diffuse channel. At least in max/maya transition it also transfer textures assigned to emissive, alpha, bump, specular channels within a simple shader. Would be great to have it working similar way from Houdini too.( maybe with a specific “to max” version of the exporter or something). Also It would be good to see a bit more detailed list of features of import/export in the help.

A pipeline with Max? 2008年7月20日7:52

Could somebody share thoughts about how Houdini works in collaboration with
3ds max. What I mean mostly are fbx import/export of static scenes. I am impressed with a capability of procedural geometry generation and hope to get it work with huge environments of current game generation.
I am interested in those things to be transferred:
a) multiple UV,
b) custom edited vertex normals for precise shading
c) a bit more complex shader than just a phong with diffuse texture . Would be good to have emission (self-illumination), specular, bump textures or at least any of them to be then imported in 3dsmax with appropriate uv.

What of those can I expect with Houdini fbx export?

Thanks

normals editing (rotating) 2008年7月13日4:52

Thanks alot to everyone. That “Recompute Point Normals” gives even better control than max/maya tools. Must be in the help as an editing normals feature.