Alberto GZ

AlbertoGZ

About Me

EXPERTISE
Freelancer
INDUSTRY
Film/TV

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LOCATION
Spain

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Create material definitions and binding at export time usd f Nov. 2, 2024, 12:19 p.m.

I have an scenario where I use the AttributeCopy in SOPs context copying the value of the name attribute already setted to shop_materialpath attribute, so when I use ROP_FBX to save data in a .fbx file, it create a default shader and material binding per each primitive.

However when I use USDexportSOP can't achieve it create material definitions and material binding storing them in the .usd file at export time.

Is there some mechanism for USDexportSOP acts like the ROP_FBX, so it also create material definition and material bindings from specific string attribute like shop_materialpath, name, or usdmaterialpath?

I tried also from USDexportLOP, with same result despite to force import shop_materialpath from SOPs context.

Surely I could create materials and material:binding prim in LOPs, and may automatize the proccess, but what I'm looking for is create materials definitions/bindings at export time, no needed to create them before and living in the scene.

In essence, I'm finding the same behaviour that ROP_FBX but saving .usd file instead, ideally from SOPs context.

Constraint ro Points using groupName doesn't work. Aug. 3, 2024, 10:12 a.m.

It seems is working with only set the name of the group instead the full path. Thank you Edward.

Constraint ro Points using groupName doesn't work. Aug. 2, 2024, 2:37 a.m.

I'm not sure to use right the Points Constraint, so when I use a integer value directly (for points for example) it works as expected, but when I provide the path for the group containing the point(s) doesn`t work.

Any tip?

Thanks