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 <[email protected]> wrote:

> don't see why not, that's the beauty of Arnold after all ;)
>
> On 10 October 2016 at 17:51, Morten Bartholdy <[email protected]> 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 <
>> [email protected]>:
>> >
>> >
>> > 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 <[email protected]>
>> 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 <
>> > > [email protected]>:
>> > > >
>> > > >
>> > > > 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 <[email protected]>
>> > > 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
>> > > > > ------
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