I am forgetting basic stuff such modeling shortcuts, since most of the time
I'm dedicated to tame Blender. 17 different editors/interacion modes are
nothing short for a generalist...all for the big change october this year,
then the planet will know if it was all worth the wait (and training)
Probably not much, since you can't legally transfer your license, except as
an asset in the sale of an entire business.
I also imagine that it's find-able as a crack in several corners of the
Internet, so if anyone really wanted a copy they could get it for free.
It's too bad. If I could legally
the thread on the redhsift forums where I posted, that/how it actually
works with the shader custom attribute overwrite
Hi,
last year on one project we actually used Redshift proxies to get the data
across.
I don't have the project in front of me (as it is already archived...) but
I basically did a simple ( Redshift ) shading setup in Houdini on the
objects I needed. then written out Redshift proxies.
for static
I just got a reply from Redshift. From Houdini write a vertex color attribute
from the motiondata - it could be called Vel or whatever. It imports into Maya
as a Color Set which name needs to be entered in the Alembic objects Mesh
Controls Motion Vector Color Set, ie. write Vel in that frame -
I'd like that one too. Although my original mesh came from Realflow, I
somehow couldn't transfer velocity attributes in Houdini to mesh for MB to
work in Maya Redshift.
Artur
2018-04-03 13:36 GMT+02:00 Morten Bartholdy :
> We are getting meshes from particle/fluid sims in
We are getting meshes from particle/fluid sims in Houdini exported as Alembic
for rendering in Maya. We get no motionblur, so I am guessing no PointVelocity
data available, despite our Houdini guys says he has exported the data. He
tried both PointVelocity and VertexVelocity, but obviously
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