Re: Houdini voronoi to Soft - disconnected faces?

2016-12-12 Thread Fabricio Chamon
@Cristobal and Andreas: yeah, that was it! thanks a lot!


@Morten: I'm a big fan of IFX, and currently using in the same project. I
love how powerful the ice operators can be to create nested shatters,
although it crashes sometimes. But I suddenly got this big messy mesh with
all sorts of bad geometry, so IFX unfortunatelly is not able to cope with
it (skips the operator), and I don't have the proper time to clean this up.
In the other hand, Houdini handles it effortlessly and that's just what I
need, so why not? =)
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-08 Thread Andreas Böinghoff
On 07/12/2016 16:32, Cristobal Infante wrote:
> It must be something to do with "groups" being exported to softimage. 
> When you do a voronoi you also create inside-outside groups. My guess 
> is that xsi thinks is separate geo when exporting obj.
>

Yes it has! You have to do three steps to get it working.

1. In the Groups Tab of the VoronoiFractureSOP create a Piece Group 
Prefix. So you'll get a group for every piece.
2. Before you export your geo, use a clean SOP and remove all Groups 
that are not shatter piece groups (e.g. inside, outside, obj name from 
import)
3. Use a GeoROP to export our pieces.

After that, you will have an obj, that contains every Group as a 
separate object.

Cheers!
Andreas

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


Re: Houdini voronoi to Soft - disconnected faces?

2016-12-08 Thread Morten Bartholdy
So why not fracture it in XSI? IFX does a pretty good job at that plus there 
are several other tools that a decent too.

Morten


> Den 7. december 2016 klokken 15:32 skrev Fabricio Chamon :
> 
> 
> Hey, well I'm not simulating in houdini. I'm exporting direclty from the
> voronoi fracture output to a rop alembic.
> 
> So my case is a bit simpler, I just need to send the fractured geo back.
> Alembic is working fine for the purpose, (for some reason it already gives
> me fused vertices).
> 
> 
> 
> 2016-12-06 21:16 GMT-02:00 nikaragua86 :
> 
> > what node are you exporting from houdini? you can try to cache the
> > simulation to bgeo, then import it to houdini, then fuse vertices, export
> > to bgeo again, just to make sure all is correct, then import to houdini and
> > than export to alembic. just like in this tutorial. also make sure that you
> > understand what you are doing and which option to choose with
> >
> > Dop Import Import Style Fetch Packed Geometry
> >
> > [image: Встроенное изображение 1]
> >
> >
> > https://vimeo.com/92866922
> >
> >
> > 2016-12-07 1:41 GMT+03:00 Fabricio Chamon :
> >
> >> yes I tried converting to poly before the fuse node, nothing changed.
> >>
> >> But as I'm now commited to the beforementioned workflow things are sort
> >> of flowing.
> >>
> >> Thanks for the tips anyway! Will surelyl remember that for the next time.
> >>
> >> 2016-12-06 17:59 GMT-02:00 Nono :
> >>
> >>> Maybe you can't fuse because of polysoup or packedgeo, did you try a
> >>> convert node (to poly) or an unpack before fusing ?
> >>>
> >>> Be carefull with fuse thought if you fuse your surely have to do that in
> >>> a loop (just use the piece attribute) to prevent fusing pieces together.
> >>>
> >>> Cheers
> >>>
> >>> On 6 December 2016 at 16:32, Fabricio Chamon  wrote:
> >>>
>  thanks Christopher! I tried using divide + the scale/rescale
>  stuff...even so I'm still not getting 100% reliable results as you noted.
> 
>  On top of that there are many issues with alembic importer in
>  softimage It is buggy and hangs/crashes randomly (with the fractured
>  meshes coming houdini I have to say...didn't have any troubles like that 
>  in
>  other scenarios)
> 
>  Ok. so here is an overview in case anybody else needs to transfer
>  houdini fractures back to softimage:
> 
>  - .obj always import ok (doesn't crash), but internal faces are always
>  disconnected
>  - .abc imported through built-in importer sort of works (a progress bar
>  hangs at viewport, I have to click cancel, but everything is there). 
>  Welded
>  faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, 
>  it
>  introduces all kinds of wierdnessess in the scene, so totally not
>  recomended.
>  - .abc imported through exocortex crate works reliably (doesn't crash,
>  no buggy behaviors). Welded faces, BUT no UVs (well it comes with a 
>  strange
>  UV that is not usable). Retains inside/outside groups from houdini 
>  (stored
>  as clusters) which is a big plus
> 
>  So in the end the "easiest" way I found to transfer these meshes is to
>  export data as alembic through the ROP Alembic Output node (ogawa or
>  whatever, does not really matter), then import into soft with crate and
>  finally transfer the UVs using gator. (yeah terrible for dense meshes).
> 
> 
> 
>  2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
>  christopher.crou...@gmail.com>:
> 
> > For information, I also had issues with the Voronoi SOP creating a
> > suboptimal mesh output (disconnected points here and there) and found 
> > that
> > the scale of the object can greatly influence the quality of the 
> > fracture.
> > So just crank up the scale to reach a bounding box of around 100-1000 
> > units
> > (don't go too high or this might cause floating-point issues), apply the
> > Voronoi SOP, and revert the scale back. Another helpful thing to do, as
> > recommended by SESI, is to avoid an input geometry with non-planar 
> > faces by
> > inserting a Divide SOP before the fracture.
> >
> > Well, even with these 2 tips it still might not work depending on the
> > input geometry.
> >
> >
> > On 6 December 2016 at 21:29, Fabricio Chamon 
> > wrote:
> >
> >> ok solved exporting through a ROP node instead of file node. Now
> >> alembic imports fine and all faces are good. =)
> >>
> >> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
> >>
> >>> Well, unfortunatelly soft crashes everytime I try to import this
> >>> alembic mesh from houdini... so I went for objs.
> >>>
> >>> And I'm afraid I can't merge them in Soft because a) it will take
> >>> quite 

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
yes I tried converting to poly before the fuse node, nothing changed.

But as I'm now commited to the beforementioned workflow things are sort of
flowing.

Thanks for the tips anyway! Will surelyl remember that for the next time.

2016-12-06 17:59 GMT-02:00 Nono :

> Maybe you can't fuse because of polysoup or packedgeo, did you try a
> convert node (to poly) or an unpack before fusing ?
>
> Be carefull with fuse thought if you fuse your surely have to do that in a
> loop (just use the piece attribute) to prevent fusing pieces together.
>
> Cheers
>
> On 6 December 2016 at 16:32, Fabricio Chamon  wrote:
>
>> thanks Christopher! I tried using divide + the scale/rescale stuff...even
>> so I'm still not getting 100% reliable results as you noted.
>>
>> On top of that there are many issues with alembic importer in
>> softimage It is buggy and hangs/crashes randomly (with the fractured
>> meshes coming houdini I have to say...didn't have any troubles like that in
>> other scenarios)
>>
>> Ok. so here is an overview in case anybody else needs to transfer houdini
>> fractures back to softimage:
>>
>> - .obj always import ok (doesn't crash), but internal faces are always
>> disconnected
>> - .abc imported through built-in importer sort of works (a progress bar
>> hangs at viewport, I have to click cancel, but everything is there). Welded
>> faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
>> introduces all kinds of wierdnessess in the scene, so totally not
>> recomended.
>> - .abc imported through exocortex crate works reliably (doesn't crash, no
>> buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
>> that is not usable). Retains inside/outside groups from houdini (stored as
>> clusters) which is a big plus
>>
>> So in the end the "easiest" way I found to transfer these meshes is to
>> export data as alembic through the ROP Alembic Output node (ogawa or
>> whatever, does not really matter), then import into soft with crate and
>> finally transfer the UVs using gator. (yeah terrible for dense meshes).
>>
>>
>>
>> 2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
>> christopher.crou...@gmail.com>:
>>
>>> For information, I also had issues with the Voronoi SOP creating a
>>> suboptimal mesh output (disconnected points here and there) and found that
>>> the scale of the object can greatly influence the quality of the fracture.
>>> So just crank up the scale to reach a bounding box of around 100-1000 units
>>> (don't go too high or this might cause floating-point issues), apply the
>>> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
>>> recommended by SESI, is to avoid an input geometry with non-planar faces by
>>> inserting a Divide SOP before the fracture.
>>>
>>> Well, even with these 2 tips it still might not work depending on the
>>> input geometry.
>>>
>>>
>>> On 6 December 2016 at 21:29, Fabricio Chamon  wrote:
>>>
 ok solved exporting through a ROP node instead of file node. Now
 alembic imports fine and all faces are good. =)

 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :

> Well, unfortunatelly soft crashes everytime I try to import this
> alembic mesh from houdini... so I went for objs.
>
> And I'm afraid I can't merge them in Soft because a) it will take
> quite some time as the whole geo is dense and b) I'd have to leave a gap
> between the pieces or else any adjacent pieces would get merged 
> together...
> and I want them to be single pieces.
>
> is that an export thing ? Because it works nicely inside houdini...
>
> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>
>> hi, i had the same issue, exported simulation from houdini to maya
>> with alembic, i just merged vertices in maya
>>
>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>
>>> Hey gang,
>>>
>>> I'm doing a voronoi shatter in houdini and want to bring the result
>>> back into softimage (exporting .obj to Soft 2015 SP2). The outside 
>>> pieces
>>> are disconected from the inside pieces, like this:
>>>
>>> [image: Imagem inline 1]
>>>
>>> I'm pretty sure it's me doing something wrong in houdini... My setup
>>> is really simple: Import alembic mesh > vdb from polys > scatter > 
>>> voronoi
>>> with those points. Already tried to mess with all the voronoi parameters
>>> and add a fuse node at the very end just before exporting. But I can't 
>>> find
>>> a way to have the outside/inside faces merged for each piece.
>>>
>>> any hints?
>>>
>>> Thank you
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Nono
Maybe you can't fuse because of polysoup or packedgeo, did you try a
convert node (to poly) or an unpack before fusing ?

Be carefull with fuse thought if you fuse your surely have to do that in a
loop (just use the piece attribute) to prevent fusing pieces together.

Cheers

On 6 December 2016 at 16:32, Fabricio Chamon  wrote:

> thanks Christopher! I tried using divide + the scale/rescale stuff...even
> so I'm still not getting 100% reliable results as you noted.
>
> On top of that there are many issues with alembic importer in
> softimage It is buggy and hangs/crashes randomly (with the fractured
> meshes coming houdini I have to say...didn't have any troubles like that in
> other scenarios)
>
> Ok. so here is an overview in case anybody else needs to transfer houdini
> fractures back to softimage:
>
> - .obj always import ok (doesn't crash), but internal faces are always
> disconnected
> - .abc imported through built-in importer sort of works (a progress bar
> hangs at viewport, I have to click cancel, but everything is there). Welded
> faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
> introduces all kinds of wierdnessess in the scene, so totally not
> recomended.
> - .abc imported through exocortex crate works reliably (doesn't crash, no
> buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
> that is not usable). Retains inside/outside groups from houdini (stored as
> clusters) which is a big plus
>
> So in the end the "easiest" way I found to transfer these meshes is to
> export data as alembic through the ROP Alembic Output node (ogawa or
> whatever, does not really matter), then import into soft with crate and
> finally transfer the UVs using gator. (yeah terrible for dense meshes).
>
>
>
> 2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
> christopher.crou...@gmail.com>:
>
>> For information, I also had issues with the Voronoi SOP creating a
>> suboptimal mesh output (disconnected points here and there) and found that
>> the scale of the object can greatly influence the quality of the fracture.
>> So just crank up the scale to reach a bounding box of around 100-1000 units
>> (don't go too high or this might cause floating-point issues), apply the
>> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
>> recommended by SESI, is to avoid an input geometry with non-planar faces by
>> inserting a Divide SOP before the fracture.
>>
>> Well, even with these 2 tips it still might not work depending on the
>> input geometry.
>>
>>
>> On 6 December 2016 at 21:29, Fabricio Chamon  wrote:
>>
>>> ok solved exporting through a ROP node instead of file node. Now alembic
>>> imports fine and all faces are good. =)
>>>
>>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>>>
 Well, unfortunatelly soft crashes everytime I try to import this
 alembic mesh from houdini... so I went for objs.

 And I'm afraid I can't merge them in Soft because a) it will take quite
 some time as the whole geo is dense and b) I'd have to leave a gap between
 the pieces or else any adjacent pieces would get merged together... and I
 want them to be single pieces.

 is that an export thing ? Because it works nicely inside houdini...

 2016-12-06 12:07 GMT-02:00 nikaragua86 :

> hi, i had the same issue, exported simulation from houdini to maya
> with alembic, i just merged vertices in maya
>
> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>
>> Hey gang,
>>
>> I'm doing a voronoi shatter in houdini and want to bring the result
>> back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
>> are disconected from the inside pieces, like this:
>>
>> [image: Imagem inline 1]
>>
>> I'm pretty sure it's me doing something wrong in houdini... My setup
>> is really simple: Import alembic mesh > vdb from polys > scatter > 
>> voronoi
>> with those points. Already tried to mess with all the voronoi parameters
>> and add a fuse node at the very end just before exporting. But I can't 
>> find
>> a way to have the outside/inside faces merged for each piece.
>>
>> any hints?
>>
>> Thank you
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> 

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
thanks Christopher! I tried using divide + the scale/rescale stuff...even
so I'm still not getting 100% reliable results as you noted.

On top of that there are many issues with alembic importer in softimage
It is buggy and hangs/crashes randomly (with the fractured meshes coming
houdini I have to say...didn't have any troubles like that in other
scenarios)

Ok. so here is an overview in case anybody else needs to transfer houdini
fractures back to softimage:

- .obj always import ok (doesn't crash), but internal faces are always
disconnected
- .abc imported through built-in importer sort of works (a progress bar
hangs at viewport, I have to click cancel, but everything is there). Welded
faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
introduces all kinds of wierdnessess in the scene, so totally not
recomended.
- .abc imported through exocortex crate works reliably (doesn't crash, no
buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
that is not usable). Retains inside/outside groups from houdini (stored as
clusters) which is a big plus

So in the end the "easiest" way I found to transfer these meshes is to
export data as alembic through the ROP Alembic Output node (ogawa or
whatever, does not really matter), then import into soft with crate and
finally transfer the UVs using gator. (yeah terrible for dense meshes).



2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
christopher.crou...@gmail.com>:

> For information, I also had issues with the Voronoi SOP creating a
> suboptimal mesh output (disconnected points here and there) and found that
> the scale of the object can greatly influence the quality of the fracture.
> So just crank up the scale to reach a bounding box of around 100-1000 units
> (don't go too high or this might cause floating-point issues), apply the
> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
> recommended by SESI, is to avoid an input geometry with non-planar faces by
> inserting a Divide SOP before the fracture.
>
> Well, even with these 2 tips it still might not work depending on the
> input geometry.
>
>
> On 6 December 2016 at 21:29, Fabricio Chamon  wrote:
>
>> ok solved exporting through a ROP node instead of file node. Now alembic
>> imports fine and all faces are good. =)
>>
>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>>
>>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>>> mesh from houdini... so I went for objs.
>>>
>>> And I'm afraid I can't merge them in Soft because a) it will take quite
>>> some time as the whole geo is dense and b) I'd have to leave a gap between
>>> the pieces or else any adjacent pieces would get merged together... and I
>>> want them to be single pieces.
>>>
>>> is that an export thing ? Because it works nicely inside houdini...
>>>
>>> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>>>
 hi, i had the same issue, exported simulation from houdini to maya with
 alembic, i just merged vertices in maya

 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :

> Hey gang,
>
> I'm doing a voronoi shatter in houdini and want to bring the result
> back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
> are disconected from the inside pieces, like this:
>
> [image: Imagem inline 1]
>
> I'm pretty sure it's me doing something wrong in houdini... My setup
> is really simple: Import alembic mesh > vdb from polys > scatter > voronoi
> with those points. Already tried to mess with all the voronoi parameters
> and add a fuse node at the very end just before exporting. But I can't 
> find
> a way to have the outside/inside faces merged for each piece.
>
> any hints?
>
> Thank you
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
ok solved exporting through a ROP node instead of file node. Now alembic
imports fine and all faces are good. =)

2016-12-06 12:15 GMT-02:00 Fabricio Chamon :

> Well, unfortunatelly soft crashes everytime I try to import this alembic
> mesh from houdini... so I went for objs.
>
> And I'm afraid I can't merge them in Soft because a) it will take quite
> some time as the whole geo is dense and b) I'd have to leave a gap between
> the pieces or else any adjacent pieces would get merged together... and I
> want them to be single pieces.
>
> is that an export thing ? Because it works nicely inside houdini...
>
> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>
>> hi, i had the same issue, exported simulation from houdini to maya with
>> alembic, i just merged vertices in maya
>>
>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>
>>> Hey gang,
>>>
>>> I'm doing a voronoi shatter in houdini and want to bring the result back
>>> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
>>> disconected from the inside pieces, like this:
>>>
>>> [image: Imagem inline 1]
>>>
>>> I'm pretty sure it's me doing something wrong in houdini... My setup is
>>> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>>> with those points. Already tried to mess with all the voronoi parameters
>>> and add a fuse node at the very end just before exporting. But I can't find
>>> a way to have the outside/inside faces merged for each piece.
>>>
>>> any hints?
>>>
>>> Thank you
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Christopher Crouzet
For information, I also had issues with the Voronoi SOP creating a
suboptimal mesh output (disconnected points here and there) and found that
the scale of the object can greatly influence the quality of the fracture.
So just crank up the scale to reach a bounding box of around 100-1000 units
(don't go too high or this might cause floating-point issues), apply the
Voronoi SOP, and revert the scale back. Another helpful thing to do, as
recommended by SESI, is to avoid an input geometry with non-planar faces by
inserting a Divide SOP before the fracture.

Well, even with these 2 tips it still might not work depending on the input
geometry.


On 6 December 2016 at 21:29, Fabricio Chamon  wrote:

> ok solved exporting through a ROP node instead of file node. Now alembic
> imports fine and all faces are good. =)
>
> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>
>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>> mesh from houdini... so I went for objs.
>>
>> And I'm afraid I can't merge them in Soft because a) it will take quite
>> some time as the whole geo is dense and b) I'd have to leave a gap between
>> the pieces or else any adjacent pieces would get merged together... and I
>> want them to be single pieces.
>>
>> is that an export thing ? Because it works nicely inside houdini...
>>
>> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>>
>>> hi, i had the same issue, exported simulation from houdini to maya with
>>> alembic, i just merged vertices in maya
>>>
>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>>
 Hey gang,

 I'm doing a voronoi shatter in houdini and want to bring the result
 back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
 are disconected from the inside pieces, like this:

 [image: Imagem inline 1]

 I'm pretty sure it's me doing something wrong in houdini... My setup is
 really simple: Import alembic mesh > vdb from polys > scatter > voronoi
 with those points. Already tried to mess with all the voronoi parameters
 and add a fuse node at the very end just before exporting. But I can't find
 a way to have the outside/inside faces merged for each piece.

 any hints?

 Thank you

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread nikaragua86
good, i will notice

2016-12-06 17:29 GMT+03:00 Fabricio Chamon :

> ok solved exporting through a ROP node instead of file node. Now alembic
> imports fine and all faces are good. =)
>
> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>
>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>> mesh from houdini... so I went for objs.
>>
>> And I'm afraid I can't merge them in Soft because a) it will take quite
>> some time as the whole geo is dense and b) I'd have to leave a gap between
>> the pieces or else any adjacent pieces would get merged together... and I
>> want them to be single pieces.
>>
>> is that an export thing ? Because it works nicely inside houdini...
>>
>> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>>
>>> hi, i had the same issue, exported simulation from houdini to maya with
>>> alembic, i just merged vertices in maya
>>>
>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>>
 Hey gang,

 I'm doing a voronoi shatter in houdini and want to bring the result
 back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
 are disconected from the inside pieces, like this:

 [image: Imagem inline 1]

 I'm pretty sure it's me doing something wrong in houdini... My setup is
 really simple: Import alembic mesh > vdb from polys > scatter > voronoi
 with those points. Already tried to mess with all the voronoi parameters
 and add a fuse node at the very end just before exporting. But I can't find
 a way to have the outside/inside faces merged for each piece.

 any hints?

 Thank you

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
Well, unfortunatelly soft crashes everytime I try to import this alembic
mesh from houdini... so I went for objs.

And I'm afraid I can't merge them in Soft because a) it will take quite
some time as the whole geo is dense and b) I'd have to leave a gap between
the pieces or else any adjacent pieces would get merged together... and I
want them to be single pieces.

is that an export thing ? Because it works nicely inside houdini...

2016-12-06 12:07 GMT-02:00 nikaragua86 :

> hi, i had the same issue, exported simulation from houdini to maya with
> alembic, i just merged vertices in maya
>
> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>
>> Hey gang,
>>
>> I'm doing a voronoi shatter in houdini and want to bring the result back
>> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
>> disconected from the inside pieces, like this:
>>
>> [image: Imagem inline 1]
>>
>> I'm pretty sure it's me doing something wrong in houdini... My setup is
>> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>> with those points. Already tried to mess with all the voronoi parameters
>> and add a fuse node at the very end just before exporting. But I can't find
>> a way to have the outside/inside faces merged for each piece.
>>
>> any hints?
>>
>> Thank you
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread nikaragua86
hi, i had the same issue, exported simulation from houdini to maya with
alembic, i just merged vertices in maya

2016-12-06 17:00 GMT+03:00 Fabricio Chamon :

> Hey gang,
>
> I'm doing a voronoi shatter in houdini and want to bring the result back
> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
> disconected from the inside pieces, like this:
>
> [image: Imagem inline 1]
>
> I'm pretty sure it's me doing something wrong in houdini... My setup is
> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
> with those points. Already tried to mess with all the voronoi parameters
> and add a fuse node at the very end just before exporting. But I can't find
> a way to have the outside/inside faces merged for each piece.
>
> any hints?
>
> Thank you
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
Hey gang,

I'm doing a voronoi shatter in houdini and want to bring the result back
into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
disconected from the inside pieces, like this:

[image: Imagem inline 1]

I'm pretty sure it's me doing something wrong in houdini... My setup is
really simple: Import alembic mesh > vdb from polys > scatter > voronoi
with those points. Already tried to mess with all the voronoi parameters
and add a fuse node at the very end just before exporting. But I can't find
a way to have the outside/inside faces merged for each piece.

any hints?

Thank you
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.