Marvelous Designer to Houdini Workflow Part 3 Export & Import Settings

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  • เผยแพร่เมื่อ 7 ส.ค. 2023
  • Download HIP Project:
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    --------------------------------------------
    Here's a list of the OTHER projects shown in the video:
    Download the Skateboard project HIP (available to Perk Members-Only, password links found on page):
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    -------------------------------------------------------------------------
    In the Part 1 video of this mini-series, I had already released the entire MD to Houdini workflow, which is the HIP project file you see in the video, so I'll repost the link here for your convenience.
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    In this video, I go over the parameters on exporting from Marvelous Designer and import setup in Houdini. I'll show you what it looks like when the clothing model is incorrectly imported so you can develop a keen eye to debug your own scenes in the future.
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ความคิดเห็น • 13

  • @Chilags
    @Chilags 7 วันที่ผ่านมา

    Thank you so much for your hard work! Thanks to your advice, I solved the problem with attributes and now the export from Marvelous works! Huge thanks!

    • @bubblepins
      @bubblepins  5 วันที่ผ่านมา

      My Pleasure! Good luck on ur project!

  • @asger1572
    @asger1572 11 หลายเดือนก่อน

    Great! If im not mistaken there is a dropdown menu when exporting from marvelous where you can change the measurement to meters :)

    • @bubblepins
      @bubblepins  11 หลายเดือนก่อน +2

      yeah there is, but from the previous video I showed, it'll make the clothing larger than the MD viewport. So if you ever import it back into MD, it'll be really large. But I guess once exported from MD, you probably won't import it back into MD. I don't know. I'm still fine-tuning the MD to Houdini workflow.

  • @dennisbranson7816
    @dennisbranson7816 7 หลายเดือนก่อน

    Great stuff! Is there any way to export cloth/material groups from marvelous with alembic? Exporting fbx allows to export @shop_materialpath for each material, which you can turn to groups. But it doesn't do it for alembic (animation). Cannot find why exactly...

    • @bubblepins
      @bubblepins  7 หลายเดือนก่อน +1

      Export from MD, I think the options are limited. I had a similar problem when exporting from Houdini to Blender, because in the early days of my channel I used the Cycles as my main rendering engine cuz I was on a tight budget. But I had this trick that I would put all my data into the Cd of the alembic in Houdini and when reading it in Blender, I could transfer that data to other stuff. So at least I had 3 scalar values to work with. Hope that helps!

    • @dennisbranson7816
      @dennisbranson7816 7 หลายเดือนก่อน

      @@bubblepins thank you! will try experimenting with it. Really strange that it's so confusing to export some groups or material ids hah. I saw MD added usd export in the last version, maybe it will have more options. I guess gotta learn usd now)

    • @bubblepins
      @bubblepins  7 หลายเดือนก่อน

      @@dennisbranson7816 nice they have usd export now! I didn't know, I took a small break from MD, thanks for letting me know. Yeah that opens possibilities! I should get back to MD soon, I have some new ideas for some videos!

    • @dennisbranson7816
      @dennisbranson7816 7 หลายเดือนก่อน

      looking forward to seeing them)@@bubblepins

    • @bubblepins
      @bubblepins  7 หลายเดือนก่อน

      @@dennisbranson7816 Thanks!

  • @RonnieMirands
    @RonnieMirands 6 หลายเดือนก่อน

    sorry for my ignorance: but what means water tight geometry?

    • @bubblepins
      @bubblepins  6 หลายเดือนก่อน +1

      Water tight is when a geometry doesn't have any holes and ALL points are welded together or fused together, to test if your geometry is water tight, you can move the vertices around in the viewport and if it pulls surrounding vertices then that part is water tight. At around 3:16 in the video I move an area of polygons and it pulls surrounding areas with it, THAT part is water tight. But water tight is tricky, because it doesn't mean other parts are water tight, you need to check other parts. But with Houdini it's a little easier, we can always put down a fuse node and just weld all nearby points to ensure a higher chance of the geometry being water tight.
      Hope that helps!

    • @RonnieMirands
      @RonnieMirands 6 หลายเดือนก่อน

      @@bubblepins wow, thats more than an explanation, its a entire book about water tight lol. Thanks for your kindness on this!