The Balancing Act I - Breakdown - Blender & Houdini

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  • เผยแพร่เมื่อ 7 พ.ย. 2024

ความคิดเห็น • 11

  • @motionbymanish
    @motionbymanish 7 หลายเดือนก่อน

    Nice work, love the lighting in your scene!

    • @aumission
      @aumission  7 หลายเดือนก่อน

      Thank you

  • @twistedjourney
    @twistedjourney 5 หลายเดือนก่อน +1

    Love the workflow! Do you setup textures when importing fbx into houdini? How do you apply the animation with the textures applied when importing it back into Blender? I cant seem to get this workflow right. I would import fbx into Houdini and do my simulations then export as fbx but the textures are bot applied and the animation is one mesh.

    • @aumission
      @aumission  5 หลายเดือนก่อน +1

      Yes, I do the UV unwrapping + texturing before exporting to Houdini. Both FBX and OBJ keep vertex data so your UVs will be preserved also when you export back to Blender you just need to make sure you don't delete it before you export (check my videos at the end where you can see what I export) same goes for the one mesh problem, you need to seperate by path in the alembic export node I talk about it in my videos too.

    • @twistedjourney
      @twistedjourney 5 หลายเดือนก่อน

      @@aumission great tips! Thank you 🙏🏽

    • @twistedjourney
      @twistedjourney 5 หลายเดือนก่อน

      Do you have a discord or contact info I can reach you on for more insight with this?

    • @twistedjourney
      @twistedjourney 5 หลายเดือนก่อน

      It didn't work. Can I send you my file?

  • @gellertvarga6571
    @gellertvarga6571 7 หลายเดือนก่อน

    Hi, great idea with the movement. I'm not sure if attribute transfer gives you the correct uv's in this case, since the target geometry is moving, while the source geo is not, and attribute transfer is position based. If you just use the unpack node after the bend, you should see the UV's again, it's not gone :)
    Also if you want to stay with the packed geo and also see the UV, just write "uv" in the "Transfer Attributes" field on the Assemble node.

    • @aumission
      @aumission  7 หลายเดือนก่อน +1

      oh waw I didn't know that thank you very much for the info, your method is way better. even with moving geo I had correct UVs in blender, weird. Thank you again for the advice, it's noted.

    • @gellertvarga6571
      @gellertvarga6571 7 หลายเดือนก่อน

      @@aumission It seems in case of packed primitives attribute transfer work a bit different. If you delete the uv attribute between the merge and assemble node, the attribute transfer won't work anymore.
      Anyway if you are dealing with non-packed primitives and points, attribute transfer won't work correctly if there's difference in transform/size.
      Attribute copy is the node you can use in those cases, where by default it looks for matching in the ptnum attribute, but you can change it to any attribute you want that you know matches between the two geometry.

    • @aumission
      @aumission  7 หลายเดือนก่อน

      aah I see. Thank you 🙏