Thank you! Just started using Houdini and this was extremely helpful!
@sambarjunk5 жыл бұрын
Really helpful for beginners
@nvav9704 жыл бұрын
thank you good sir!
@piotr_swigut5 жыл бұрын
Thanks for video! However I still have problem exporting geo( the result of vellum simulation) from dop network. I have tryed all combinations of attaching different nodes with no success.
@kuenlil23804 жыл бұрын
Helps a lot! But I still consfusing about how to export multiple asset by a single button?
@kuenlil23804 жыл бұрын
Or call expoting jobs by Unreal Engine's script is great too :)
@weslley3dezao2 жыл бұрын
Excelente.
@IronMan-yg4qw4 жыл бұрын
i cant get the export option under the file tab to work! how do i export a model as an obj??
@octoghost34705 жыл бұрын
how would you import a .abc camera into houdini and export it as an .abc camera?
@БешенкаДраккари5 жыл бұрын
how to export simulation to blender?
@anthonysvfx84245 жыл бұрын
Awesome! Thank you! ...This is useful for 3D models and 2D images, but how different is it to export simulations?
@IndiePixel3D5 жыл бұрын
It's not too much different. With a simulation you export out a sim cache for each frame....so the file extension would be .sc...you youd export out a frame range. :)
@anthonysvfx84245 жыл бұрын
Thanks! I’ll have to check this out once home. ...I’ve got this simple vellum piece that figured out and would like to composite into a test shot, but I got snagged on how to get it out of Houdini!
@IndiePixel3D5 жыл бұрын
No prob Anthony! I do need to get some vellum vids going too...let me know how it goes! Thanks again! :)
@bbc30814 жыл бұрын
so, i thanks. and i'm wondering how to export texture from geometry
@otsmania73425 жыл бұрын
pls make an udemy course of ground vehicles
@avtpro4 жыл бұрын
Can you Export an imported Alembic from Maya to .bgeo.sc animated cache sequence and then import the .bgeo.sc back into Houdini. Or is there a Maya .bgeo out?
@IndiePixel3D4 жыл бұрын
I dont believe maya can export to bgeo...that's a houdini format.
@avtpro4 жыл бұрын
@@IndiePixel3D I haven't found it, but I was able to convert alembic to bgeo with Houdini. Thank you.
@AnAN-bn1ol4 жыл бұрын
it exports but the obj is empty contains nothing, loads fine only in houdini
@romansrule35 жыл бұрын
Thanks for the vid! Do you know how I can export a popnet sim that isn't premade? I made one but not sure how to export to maya.
@Bugulab5 жыл бұрын
How to export instances to 3ds max, so copied instances are still linked to each other?
@IndiePixel3D5 жыл бұрын
Howdy Izat! Have you looked into using the houdini engine for max yet? That's how you can retain the instances. Let me know if you have any questions
@planebreach3 жыл бұрын
Hey. So how can i export multiple pieces in one fbx but keep them separate. The fbx export seem to merge them in to one model, so is there any way to stop that from happening ?
@IndiePixel3D3 жыл бұрын
Add groups to your prims or make a subnet, add geo nodes to your subnet and object merge your parts to each geo node and export the subnet.
@planebreach3 жыл бұрын
@@IndiePixel3D i've tried to post a link but it seem that KZbin deleted my post. There is a topic in the sideFx forums that shows a simple solution in the geo node. The topic is called "FBX Export Groups / Primitives as Separate Objects" it's the kodbitz post at the end of it.
@IndiePixel3D3 жыл бұрын
@@planebreach cool, I'll take a look when I get some time this week.
@KeithTreason4 жыл бұрын
Can you still export stuff out of Houdini? My export tab and file node's file option is greyed out. The ROP Geometry Output isn't available to select either.
@IndiePixel3D4 жыл бұрын
You should be able to...did you place the rop geo node inside of a geometry container node?
@KeithTreason4 жыл бұрын
@@IndiePixel3D Wow, thanks for the quick response. I did get the ROP Geomety Output in. I should have paid closer attention to your video 😅 I Saved to Disk for an FBX file and tried importing into C4D but it says it's unable to read the file. The original file I put into Houdini was an STL file and isn't compatible to my version on C4D so I was trying to use Houdini as a sort of bridge to get the model in. I'm using an apprentice version if that makes any difference to the process.
@IndiePixel3D4 жыл бұрын
@@KeithTreason ah, yeah no prob...so apprentice diesnt include fbx exporting, but you can export to obj with it. Thatll work...:)
@KeithTreason4 жыл бұрын
@@IndiePixel3D The obj works beautifully. I tried the same bridge export in Blender and got some messed up typology but this export looks much better. Thanks! You've got yourself another sub 😊
@PabloRuiz554 жыл бұрын
Hi! If my HFA has two meshes, is it possible to export it to one .obj file that has them both but as individual meshes?
@IndiePixel3D4 жыл бұрын
I know you can with FBX, but I dont believe the OBJ format support multiple transforms, so I dont think it will treat multiple meshes as indivudal objects...Id have to verify. I do however export multiple meshes to a single FBX file using an Object Network, then inside that node, I put in a Subnet, and in side that I place a geo node for each separate mesh I want to export. It will then export to a single FBX file but all meshes will still be separated from each other.
@PabloRuiz554 жыл бұрын
@@IndiePixel3D Actually, I just discovered a way to do it! You can create group nodes in Houdini and when exporting to .obj whatever you have within each group will be separate in the .obj file.
@IndiePixel3D4 жыл бұрын
@@PabloRuiz55 Ahh....no way! Well done! Ill have to try it out! Thanks man!
@heroicpopsicle42844 жыл бұрын
Hey my guy! I dont know if you're still asnwering questions. I feel a little lost, Say i've modeled a ship in Houdini, Its saved in a Geo node. But i want to textureize it in another program (Quixel mixer, for instance, it takes OBJ's and FBX's). I can get the model into the program all fine and dandy, But the groups i've made to differentiate between the main body of my ship and the wings, aren't showing up. (They call it "Material ID") Is there a way to do this that you know? Much thanks my dude! Stay safe! :)
@IndiePixel3D4 жыл бұрын
Ah, good question, so in order for us to save out the groups of geometry, you'll need to put each group of geo into it's own geo node, then select all your geo nodes and wrap them into a subnet. You can do that by selecting your geo nodes and hitting shift+c. Then export your subnet. The names of the geo nodes will be the names of your groups.
@heroicpopsicle42844 жыл бұрын
@@IndiePixel3D you are a godsend! Thank you so much! 😁😁
@se7en282 жыл бұрын
Or create a different quick material for each group and when you export to Substance they will show up as different groups!
@Gyanevlogs4 жыл бұрын
sir how to import substance texture in houdini
@IndiePixel3D4 жыл бұрын
Theres a substance node in the side fx labs tool kit. Install that and use the node. www.sidefx.com/tutorials/sidefx-labs-substance-plugin/
@JTM3DIA4 жыл бұрын
Is this different in the non commertial edition
@IndiePixel3D4 жыл бұрын
You still have the file node and rop_output_geometry node in apprentice, just not fbx export.
@mallubot70743 жыл бұрын
houdini not exporting texture in fbx please help
@IndiePixel3D3 жыл бұрын
Try placing a labs quick material node at the end of your network but before the rop fbx node, and assign your textures in the material nide.
@Gyanevlogs5 жыл бұрын
How to import 3d texture model in houdini.
@IndiePixel3D5 жыл бұрын
Howdy Gourab! Well, you can import a model either as fbx, if you have an indie or above license, or you can drop down a file node and import as Obj. To assign textures to the model you can use the new game dev material and hook the file node into that. Then assign your textures to the texture slots. I'll make a video about it. Thanks so much!:)
@Gyanevlogs5 жыл бұрын
@@IndiePixel3D tq brother
@IndiePixel3D5 жыл бұрын
@@Gyanevlogs No prob at all! :-)
@deadpixelanimation14114 жыл бұрын
hey can I do this with the aprentice edition?
@IndiePixel3D4 жыл бұрын
With apprentice you can use the rop geometry output node to export to obj...not fbx...that's the difference