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 <car...@gmail.com>: > > > 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 <cgc...@gmail.com> wrote: > > > don't see why not, that's the beauty of Arnold after all ;) > > > > On 10 October 2016 at 17:51, Morten Bartholdy <x...@colorshopvfx.dk> 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 <x...@colorshopvfx.dk> > >> 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 <x...@colorshopvfx.dk> > >> > > 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 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. 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