Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-11 Thread Morten Bartholdy
So if I find the shaders in the Houdini installation I can put them on the 
server and use that path in XSI!?

Apologies for the noobish question - I am not the Houdini guy here and I have 
not used that option in Arnold yet.

Best
Morten



> Den 10. oktober 2016 klokken 19:31 skrev Steven Caron :
> 
> 
> as long as the houdini shaders on the the 'shader_searchpath' it should
> work fine.
> 
> On Mon, Oct 10, 2016 at 9:53 AM, Cristobal Infante  wrote:
> 
> > don't see why not, that's the beauty of Arnold after all ;)
> >
> > On 10 October 2016 at 17:51, Morten Bartholdy  wrote:
> >
> >> .ass - hmmm. We are just looking into it. Would the .ass sequence work
> >> with Arnold shaders from Houdini when rendering in XSI?
> >>
> >> If so problem would be solved.
> >>
> >> Best
> >> Morten
> >>
> >>
> >> > Den 10. oktober 2016 klokken 18:40 skrev Cristobal Infante <
> >> cgc...@gmail.com>:
> >> >
> >> >
> >> > Hi Morten,
> >> >
> >> > Don't think it should be so complicated from the houdini side at least.
> >> > Obviously the R&D will be worth it depending on the amount of shots you
> >> are
> >> > doing.
> >> >
> >> > Dop import is the node in Houdini that imports the data from the dop
> >> > network (simulation node).  There is a mode called "Create points to
> >> > represent geometry" this will give you a point per piece when using
> >> packed
> >> > geometry.
> >> >
> >> > Also have you considered exporting an .ass secuence?
> >> >
> >> > Best,
> >> > Cris
> >> >
> >> >
> >> > On 10 October 2016 at 17:31, Morten Bartholdy 
> >> wrote:
> >> >
> >> > > Hi Christobal,
> >> > >
> >> > > Arnold in XSI, and it is exactly a licensing issue, plus we would
> >> like to
> >> > > be able to do this for future purposes too - XSI will live a long time
> >> > > here. I get the part about just moving the particle data and using XSI
> >> > > instances. I am not sure we have the tech skills to make it work, but
> >> will
> >> > > look into it. Dop import - do you mean to extract points in Houdini
> >> or is
> >> > > that an ICE node?
> >> > >
> >> > > Thanks for the tips so far - doesn't exactly look like a walk in the
> >> park
> >> > > though :)
> >> > >
> >> > > Morten
> >> > >
> >> > >
> >> > >
> >> > > > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
> >> > > cgc...@gmail.com>:
> >> > > >
> >> > > >
> >> > > > Hi Morten,
> >> > > >
> >> > > > What are you rendering with?
> >> > > >
> >> > > > Sorry I don't know exactly how to transfer the attributes but it
> >> should
> >> > > be
> >> > > > possible with alembic?
> >> > > > I've never went back to xsi to be honest ;).
> >> > > >
> >> > > > In terms of workflow, ideally you will export only center points
> >> from the
> >> > > > legos into xsi. You can use a dop import, and choose only to grab
> >> center
> >> > > > points to retrieve them.
> >> > > > Each point would have lego type, lego color attributes and then you
> >> would
> >> > > > instance in xsi your lego pieces. If you try to export the geo, you
> >> will
> >> > > > probably clog the pipeline and go crazy.
> >> > > >
> >> > > > I agree with Jordi, life is so much easier when fx/rendering are
> >> done in
> >> > > > houdini,  however is good to be adaptable.
> >> > > > Even in big studios lighters have to use Maya/others because of
> >> licensing
> >> > > > issues (not enough houdini licenses) or simply the team .
> >> > > >
> >> > > > Best,
> >> > > > Cris
> >> > > >
> >> > > >
> >> > > >
> >> > > >
> >> > > >
> >> > > > On 10 October 2016 at 16:48, Morten Bartholdy 
> >> > > wrote:
> >> > > >
> >> > > > > We would like to render explosions made in Houdini in XSI. The
> >> catch
> >> > > is it
> >> > > > > is Lego explosions, ie. the volumetric is represented by Lego
> >> bricks in
> >> > > > > colors derived from the heat data from the Houdini sim. It all
> >> works
> >> > > and
> >> > > > > renders fine in Houdini, but for pipeline issues we would like to
> >> move
> >> > > the
> >> > > > > geometry to XSI and render there. Problem is we have color
> >> attributes
> >> > > in
> >> > > > > Houdini which we need to transfer too.
> >> > > > >
> >> > > > > We are thinking of using alembic as cache format, but we don't
> >> know how
> >> > > > > the color attributes should be written in Houdini nor how to read
> >> that
> >> > > in
> >> > > > > XSI.
> >> > > > >
> >> > > > > Have any of you Houdini peeps done something similar or know which
> >> > > route
> >> > > > > to take?
> >> > > > >
> >> > > > > Thanks!
> >> > > > >
> >> > > > > best
> >> > > > > Morten
> >> > > > > --
> >> > > > > 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.aut
> >> odesk.com
> >> > > with "unsubscribe" in the subject, and reply to confirm.
> >> > > -

Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Steven Caron
as long as the houdini shaders on the the 'shader_searchpath' it should
work fine.

On Mon, Oct 10, 2016 at 9:53 AM, Cristobal Infante  wrote:

> don't see why not, that's the beauty of Arnold after all ;)
>
> On 10 October 2016 at 17:51, Morten Bartholdy  wrote:
>
>> .ass - hmmm. We are just looking into it. Would the .ass sequence work
>> with Arnold shaders from Houdini when rendering in XSI?
>>
>> If so problem would be solved.
>>
>> Best
>> Morten
>>
>>
>> > Den 10. oktober 2016 klokken 18:40 skrev Cristobal Infante <
>> cgc...@gmail.com>:
>> >
>> >
>> > Hi Morten,
>> >
>> > Don't think it should be so complicated from the houdini side at least.
>> > Obviously the R&D will be worth it depending on the amount of shots you
>> are
>> > doing.
>> >
>> > Dop import is the node in Houdini that imports the data from the dop
>> > network (simulation node).  There is a mode called "Create points to
>> > represent geometry" this will give you a point per piece when using
>> packed
>> > geometry.
>> >
>> > Also have you considered exporting an .ass secuence?
>> >
>> > Best,
>> > Cris
>> >
>> >
>> > On 10 October 2016 at 17:31, Morten Bartholdy 
>> wrote:
>> >
>> > > Hi Christobal,
>> > >
>> > > Arnold in XSI, and it is exactly a licensing issue, plus we would
>> like to
>> > > be able to do this for future purposes too - XSI will live a long time
>> > > here. I get the part about just moving the particle data and using XSI
>> > > instances. I am not sure we have the tech skills to make it work, but
>> will
>> > > look into it. Dop import - do you mean to extract points in Houdini
>> or is
>> > > that an ICE node?
>> > >
>> > > Thanks for the tips so far - doesn't exactly look like a walk in the
>> park
>> > > though :)
>> > >
>> > > Morten
>> > >
>> > >
>> > >
>> > > > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
>> > > cgc...@gmail.com>:
>> > > >
>> > > >
>> > > > Hi Morten,
>> > > >
>> > > > What are you rendering with?
>> > > >
>> > > > Sorry I don't know exactly how to transfer the attributes but it
>> should
>> > > be
>> > > > possible with alembic?
>> > > > I've never went back to xsi to be honest ;).
>> > > >
>> > > > In terms of workflow, ideally you will export only center points
>> from the
>> > > > legos into xsi. You can use a dop import, and choose only to grab
>> center
>> > > > points to retrieve them.
>> > > > Each point would have lego type, lego color attributes and then you
>> would
>> > > > instance in xsi your lego pieces. If you try to export the geo, you
>> will
>> > > > probably clog the pipeline and go crazy.
>> > > >
>> > > > I agree with Jordi, life is so much easier when fx/rendering are
>> done in
>> > > > houdini,  however is good to be adaptable.
>> > > > Even in big studios lighters have to use Maya/others because of
>> licensing
>> > > > issues (not enough houdini licenses) or simply the team .
>> > > >
>> > > > Best,
>> > > > Cris
>> > > >
>> > > >
>> > > >
>> > > >
>> > > >
>> > > > On 10 October 2016 at 16:48, Morten Bartholdy 
>> > > wrote:
>> > > >
>> > > > > We would like to render explosions made in Houdini in XSI. The
>> catch
>> > > is it
>> > > > > is Lego explosions, ie. the volumetric is represented by Lego
>> bricks in
>> > > > > colors derived from the heat data from the Houdini sim. It all
>> works
>> > > and
>> > > > > renders fine in Houdini, but for pipeline issues we would like to
>> move
>> > > the
>> > > > > geometry to XSI and render there. Problem is we have color
>> attributes
>> > > in
>> > > > > Houdini which we need to transfer too.
>> > > > >
>> > > > > We are thinking of using alembic as cache format, but we don't
>> know how
>> > > > > the color attributes should be written in Houdini nor how to read
>> that
>> > > in
>> > > > > XSI.
>> > > > >
>> > > > > Have any of you Houdini peeps done something similar or know which
>> > > route
>> > > > > to take?
>> > > > >
>> > > > > Thanks!
>> > > > >
>> > > > > best
>> > > > > Morten
>> > > > > --
>> > > > > 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.aut
>> odesk.com
>> > > with "unsubscribe" in the subject, and reply to confirm.
>> > > --
>> > > 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.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a

Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Cristobal Infante
don't see why not, that's the beauty of Arnold after all ;)

On 10 October 2016 at 17:51, Morten Bartholdy  wrote:

> .ass - hmmm. We are just looking into it. Would the .ass sequence work
> with Arnold shaders from Houdini when rendering in XSI?
>
> If so problem would be solved.
>
> Best
> Morten
>
>
> > Den 10. oktober 2016 klokken 18:40 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > Hi Morten,
> >
> > Don't think it should be so complicated from the houdini side at least.
> > Obviously the R&D will be worth it depending on the amount of shots you
> are
> > doing.
> >
> > Dop import is the node in Houdini that imports the data from the dop
> > network (simulation node).  There is a mode called "Create points to
> > represent geometry" this will give you a point per piece when using
> packed
> > geometry.
> >
> > Also have you considered exporting an .ass secuence?
> >
> > Best,
> > Cris
> >
> >
> > On 10 October 2016 at 17:31, Morten Bartholdy 
> wrote:
> >
> > > Hi Christobal,
> > >
> > > Arnold in XSI, and it is exactly a licensing issue, plus we would like
> to
> > > be able to do this for future purposes too - XSI will live a long time
> > > here. I get the part about just moving the particle data and using XSI
> > > instances. I am not sure we have the tech skills to make it work, but
> will
> > > look into it. Dop import - do you mean to extract points in Houdini or
> is
> > > that an ICE node?
> > >
> > > Thanks for the tips so far - doesn't exactly look like a walk in the
> park
> > > though :)
> > >
> > > Morten
> > >
> > >
> > >
> > > > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
> > > cgc...@gmail.com>:
> > > >
> > > >
> > > > Hi Morten,
> > > >
> > > > What are you rendering with?
> > > >
> > > > Sorry I don't know exactly how to transfer the attributes but it
> should
> > > be
> > > > possible with alembic?
> > > > I've never went back to xsi to be honest ;).
> > > >
> > > > In terms of workflow, ideally you will export only center points
> from the
> > > > legos into xsi. You can use a dop import, and choose only to grab
> center
> > > > points to retrieve them.
> > > > Each point would have lego type, lego color attributes and then you
> would
> > > > instance in xsi your lego pieces. If you try to export the geo, you
> will
> > > > probably clog the pipeline and go crazy.
> > > >
> > > > I agree with Jordi, life is so much easier when fx/rendering are
> done in
> > > > houdini,  however is good to be adaptable.
> > > > Even in big studios lighters have to use Maya/others because of
> licensing
> > > > issues (not enough houdini licenses) or simply the team .
> > > >
> > > > Best,
> > > > Cris
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > On 10 October 2016 at 16:48, Morten Bartholdy 
> > > wrote:
> > > >
> > > > > We would like to render explosions made in Houdini in XSI. The
> catch
> > > is it
> > > > > is Lego explosions, ie. the volumetric is represented by Lego
> bricks in
> > > > > colors derived from the heat data from the Houdini sim. It all
> works
> > > and
> > > > > renders fine in Houdini, but for pipeline issues we would like to
> move
> > > the
> > > > > geometry to XSI and render there. Problem is we have color
> attributes
> > > in
> > > > > Houdini which we need to transfer too.
> > > > >
> > > > > We are thinking of using alembic as cache format, but we don't
> know how
> > > > > the color attributes should be written in Houdini nor how to read
> that
> > > in
> > > > > XSI.
> > > > >
> > > > > Have any of you Houdini peeps done something similar or know which
> > > route
> > > > > to take?
> > > > >
> > > > > Thanks!
> > > > >
> > > > > best
> > > > > Morten
> > > > > --
> > > > > Softimage Mailing List.
> > > > > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > > > > with "unsubscribe" in the subject, and reply to confirm.
> > > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to softimage-request@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.
>
--
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 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Morten Bartholdy
.ass - hmmm. We are just looking into it. Would the .ass sequence work with 
Arnold shaders from Houdini when rendering in XSI?

If so problem would be solved.

Best
Morten


> Den 10. oktober 2016 klokken 18:40 skrev Cristobal Infante :
> 
> 
> Hi Morten,
> 
> Don't think it should be so complicated from the houdini side at least.
> Obviously the R&D will be worth it depending on the amount of shots you are
> doing.
> 
> Dop import is the node in Houdini that imports the data from the dop
> network (simulation node).  There is a mode called "Create points to
> represent geometry" this will give you a point per piece when using packed
> geometry.
> 
> Also have you considered exporting an .ass secuence?
> 
> Best,
> Cris
> 
> 
> On 10 October 2016 at 17:31, Morten Bartholdy  wrote:
> 
> > Hi Christobal,
> >
> > Arnold in XSI, and it is exactly a licensing issue, plus we would like to
> > be able to do this for future purposes too - XSI will live a long time
> > here. I get the part about just moving the particle data and using XSI
> > instances. I am not sure we have the tech skills to make it work, but will
> > look into it. Dop import - do you mean to extract points in Houdini or is
> > that an ICE node?
> >
> > Thanks for the tips so far - doesn't exactly look like a walk in the park
> > though :)
> >
> > Morten
> >
> >
> >
> > > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
> > cgc...@gmail.com>:
> > >
> > >
> > > Hi Morten,
> > >
> > > What are you rendering with?
> > >
> > > Sorry I don't know exactly how to transfer the attributes but it should
> > be
> > > possible with alembic?
> > > I've never went back to xsi to be honest ;).
> > >
> > > In terms of workflow, ideally you will export only center points from the
> > > legos into xsi. You can use a dop import, and choose only to grab center
> > > points to retrieve them.
> > > Each point would have lego type, lego color attributes and then you would
> > > instance in xsi your lego pieces. If you try to export the geo, you will
> > > probably clog the pipeline and go crazy.
> > >
> > > I agree with Jordi, life is so much easier when fx/rendering are done in
> > > houdini,  however is good to be adaptable.
> > > Even in big studios lighters have to use Maya/others because of licensing
> > > issues (not enough houdini licenses) or simply the team .
> > >
> > > Best,
> > > Cris
> > >
> > >
> > >
> > >
> > >
> > > On 10 October 2016 at 16:48, Morten Bartholdy 
> > wrote:
> > >
> > > > We would like to render explosions made in Houdini in XSI. The catch
> > is it
> > > > is Lego explosions, ie. the volumetric is represented by Lego bricks in
> > > > colors derived from the heat data from the Houdini sim. It all works
> > and
> > > > renders fine in Houdini, but for pipeline issues we would like to move
> > the
> > > > geometry to XSI and render there. Problem is we have color attributes
> > in
> > > > Houdini which we need to transfer too.
> > > >
> > > > We are thinking of using alembic as cache format, but we don't know how
> > > > the color attributes should be written in Houdini nor how to read that
> > in
> > > > XSI.
> > > >
> > > > Have any of you Houdini peeps done something similar or know which
> > route
> > > > to take?
> > > >
> > > > Thanks!
> > > >
> > > > best
> > > > Morten
> > > > --
> > > > 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.
--
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 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Cristobal Infante
Hi Morten,

Don't think it should be so complicated from the houdini side at least.
Obviously the R&D will be worth it depending on the amount of shots you are
doing.

Dop import is the node in Houdini that imports the data from the dop
network (simulation node).  There is a mode called "Create points to
represent geometry" this will give you a point per piece when using packed
geometry.

Also have you considered exporting an .ass secuence?

Best,
Cris


On 10 October 2016 at 17:31, Morten Bartholdy  wrote:

> Hi Christobal,
>
> Arnold in XSI, and it is exactly a licensing issue, plus we would like to
> be able to do this for future purposes too - XSI will live a long time
> here. I get the part about just moving the particle data and using XSI
> instances. I am not sure we have the tech skills to make it work, but will
> look into it. Dop import - do you mean to extract points in Houdini or is
> that an ICE node?
>
> Thanks for the tips so far - doesn't exactly look like a walk in the park
> though :)
>
> Morten
>
>
>
> > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > Hi Morten,
> >
> > What are you rendering with?
> >
> > Sorry I don't know exactly how to transfer the attributes but it should
> be
> > possible with alembic?
> > I've never went back to xsi to be honest ;).
> >
> > In terms of workflow, ideally you will export only center points from the
> > legos into xsi. You can use a dop import, and choose only to grab center
> > points to retrieve them.
> > Each point would have lego type, lego color attributes and then you would
> > instance in xsi your lego pieces. If you try to export the geo, you will
> > probably clog the pipeline and go crazy.
> >
> > I agree with Jordi, life is so much easier when fx/rendering are done in
> > houdini,  however is good to be adaptable.
> > Even in big studios lighters have to use Maya/others because of licensing
> > issues (not enough houdini licenses) or simply the team .
> >
> > Best,
> > Cris
> >
> >
> >
> >
> >
> > On 10 October 2016 at 16:48, Morten Bartholdy 
> wrote:
> >
> > > We would like to render explosions made in Houdini in XSI. The catch
> is it
> > > is Lego explosions, ie. the volumetric is represented by Lego bricks in
> > > colors derived from the heat data from the Houdini sim. It all works
> and
> > > renders fine in Houdini, but for pipeline issues we would like to move
> the
> > > geometry to XSI and render there. Problem is we have color attributes
> in
> > > Houdini which we need to transfer too.
> > >
> > > We are thinking of using alembic as cache format, but we don't know how
> > > the color attributes should be written in Houdini nor how to read that
> in
> > > XSI.
> > >
> > > Have any of you Houdini peeps done something similar or know which
> route
> > > to take?
> > >
> > > Thanks!
> > >
> > > best
> > > Morten
> > > --
> > > 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 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Morten Bartholdy
Hi Christobal,

Arnold in XSI, and it is exactly a licensing issue, plus we would like to be 
able to do this for future purposes too - XSI will live a long time here. I get 
the part about just moving the particle data and using XSI instances. I am not 
sure we have the tech skills to make it work, but will look into it. Dop import 
- do you mean to extract points in Houdini or is that an ICE node?

Thanks for the tips so far - doesn't exactly look like a walk in the park 
though :)

Morten



> Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante :
> 
> 
> Hi Morten,
> 
> What are you rendering with?
> 
> Sorry I don't know exactly how to transfer the attributes but it should be
> possible with alembic?
> I've never went back to xsi to be honest ;).
> 
> In terms of workflow, ideally you will export only center points from the
> legos into xsi. You can use a dop import, and choose only to grab center
> points to retrieve them.
> Each point would have lego type, lego color attributes and then you would
> instance in xsi your lego pieces. If you try to export the geo, you will
> probably clog the pipeline and go crazy.
> 
> I agree with Jordi, life is so much easier when fx/rendering are done in
> houdini,  however is good to be adaptable.
> Even in big studios lighters have to use Maya/others because of licensing
> issues (not enough houdini licenses) or simply the team .
> 
> Best,
> Cris
> 
> 
> 
> 
> 
> On 10 October 2016 at 16:48, Morten Bartholdy  wrote:
> 
> > We would like to render explosions made in Houdini in XSI. The catch is it
> > is Lego explosions, ie. the volumetric is represented by Lego bricks in
> > colors derived from the heat data from the Houdini sim. It all works and
> > renders fine in Houdini, but for pipeline issues we would like to move the
> > geometry to XSI and render there. Problem is we have color attributes in
> > Houdini which we need to transfer too.
> >
> > We are thinking of using alembic as cache format, but we don't know how
> > the color attributes should be written in Houdini nor how to read that in
> > XSI.
> >
> > Have any of you Houdini peeps done something similar or know which route
> > to take?
> >
> > Thanks!
> >
> > best
> > Morten
> > --
> > 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 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Cristobal Infante
Hi Morten,

What are you rendering with?

Sorry I don't know exactly how to transfer the attributes but it should be
possible with alembic?
I've never went back to xsi to be honest ;).

In terms of workflow, ideally you will export only center points from the
legos into xsi. You can use a dop import, and choose only to grab center
points to retrieve them.
Each point would have lego type, lego color attributes and then you would
instance in xsi your lego pieces. If you try to export the geo, you will
probably clog the pipeline and go crazy.

I agree with Jordi, life is so much easier when fx/rendering are done in
houdini,  however is good to be adaptable.
Even in big studios lighters have to use Maya/others because of licensing
issues (not enough houdini licenses) or simply the team .

Best,
Cris





On 10 October 2016 at 16:48, Morten Bartholdy  wrote:

> We would like to render explosions made in Houdini in XSI. The catch is it
> is Lego explosions, ie. the volumetric is represented by Lego bricks in
> colors derived from the heat data from the Houdini sim. It all works and
> renders fine in Houdini, but for pipeline issues we would like to move the
> geometry to XSI and render there. Problem is we have color attributes in
> Houdini which we need to transfer too.
>
> We are thinking of using alembic as cache format, but we don't know how
> the color attributes should be written in Houdini nor how to read that in
> XSI.
>
> Have any of you Houdini peeps done something similar or know which route
> to take?
>
> Thanks!
>
> best
> Morten
> --
> 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 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Jordi Bares
This is exactly what I was trying to clarify on a previous post, the package 
that does the VFX should become the backbone or else you will have to support 
this custom data export on both sides and it can become a lot of work, doable 
no doubt, but a lot of work.

You may want to investigate using Disney Partio as it has BGEO support and this 
may be the best route.

https://www.disneyanimation.com/technology/partio.html 


Another interesting thread
http://forums.odforce.net/topic/12550-bgeo-support-in-a-custom-importer-for-another-software/
 



Hope it helps
Jb



> On 10 Oct 2016, at 16:48, Morten Bartholdy  wrote:
> 
> We would like to render explosions made in Houdini in XSI. The catch is it is 
> Lego explosions, ie. the volumetric is represented by Lego bricks in colors 
> derived from the heat data from the Houdini sim. It all works and renders 
> fine in Houdini, but for pipeline issues we would like to move the geometry 
> to XSI and render there. Problem is we have color attributes in Houdini which 
> we need to transfer too.
> 
> We are thinking of using alembic as cache format, but we don't know how the 
> color attributes should be written in Houdini nor how to read that in XSI.
> 
> Have any of you Houdini peeps done something similar or know which route to 
> take?
> 
> Thanks!
> 
> best
> Morten
> --
> 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.