Quick tip: you can drag the light or camera node from the Network View into the viewport to set the view to that.
@ChosenWan5 жыл бұрын
that's helpful thanks man
@GraphEnotik-xs4gb9 ай бұрын
thank you very much, sir. ive been looking for a long time for the video such that. thank you!
@thevonmunchies92133 жыл бұрын
Legend! Thankyou for making the time to share!
@loganfredericksen1733 жыл бұрын
Thanks for the tutorial! My problem is that I am trying to add multiple materials (with different Uvs for separate sections of the model) for an fbx object in Houdini and am not sure of the process. Do you have any resources on how to do this?
@LeFantasticPlanet2 жыл бұрын
You need to import it from the menu File >> Import >> FBX Imports all texture sets, it will import Geo as separate nodes based on Material sets. I made the texture sets from Polygroups in Zbrush
@Himelyt2669 ай бұрын
@@LeFantasticPlanet but it will create subnet , and I can't work on any fx on seprate parts of model , do u have any video source pls share
@samirballav98392 жыл бұрын
Thank you so much sir for this amazing tutorial.
@BrettSimms5 жыл бұрын
Great videos. Very clear, very useful. Thank you
@gregridd3 жыл бұрын
thanks for helping me!
@bigsylph72314 жыл бұрын
How do you do this but with an object made up of smaller objects? if i import it combined like this one is i can't apply the materials to the different components?
@IndiePixel3D4 жыл бұрын
If you look at the geometry spreadsheet for the model, and you switch to primitives, you should see a shop_material attribute. This should have all the different material paths in there. To break it up use a group bode and group using that shop_material attribute
@bigsylph72314 жыл бұрын
@@IndiePixel3D Hey, thanks a lot for the help that worked well and was simple to do, can finally hand in my assessment after days of trying to get textures working!
@CraigNicoll5 жыл бұрын
Fantastic tutorial. Thanks
@jamestmather4 жыл бұрын
Hi thank you for the tutorial - you don't mention where to get the game dev nodes or how to install them.
@elenatres Жыл бұрын
Thanks! Is it possible to hook up the textures that are imbedded (packed) in the fbx file?
@picosdrivethru3 жыл бұрын
for maya models that are many seperate objects would fbx preserve that, if I wanted to use those models as a base for procedural modleing in houdini?
@TTCrafts3952 Жыл бұрын
Hi there! What happens if my texture files are UDIMS? I can assign one image and it works but I need all the UDIM tiles to project and when I import the sequence my obj turns white, any idea what I am doing wrong?? Any replies greatly appreciated!
@IndiePixel3D Жыл бұрын
Howdy Natasha! From the description it sounds as though you may need to load up the correct image for the current frame of the sequence. That's my first thought without seeing the network myself. Is this a sequence of meshes with specific textures for each frame in the sequence?
@pascalcreativedesign87904 жыл бұрын
you're too amazing. Where did you get the character from
@sams_3d_stuff5 жыл бұрын
Thanks Kenny. 🍻
@AscensionSeries4 жыл бұрын
Do you have info about how to assign materials to UV groups on characters? I know this can be done with obj files but what about UV groups? The body of a character for example.. It's easy enough to assign materials to other models that is imported with characters, just not UV groups. Would like to see it all working in Solaris.
@IndiePixel3D4 жыл бұрын
You could assign groups from your uvs by grouping prims. Once you have your groups setup, you can tell a material node to only be assigned to those groups. That's one way to do it.
@AscensionSeries4 жыл бұрын
@@IndiePixel3D Thanks! I now have the material names in my list in the viewport (9 key) but simply adding the name as it shows does not update. The material doesn't show up on the group tab in the material node either so I can't access it from Solaris materials either. You don't have an example you could direct me to do you? I haven't seen examples anywhere how to get this all setup, all examples have been about characters that only use one material for their body.
@rahulrawat9524 жыл бұрын
fbx import window in h18 is so big that can not see the import button, also its not re sizable
@IndiePixel3D4 жыл бұрын
I would use the Rop Fbx node to export your model. It's much easier...
@lofiboostvibes30714 жыл бұрын
I had the same problem, you can change the UI Size from Edit > Preferences > General User Interface and set the UI Size smaller.
@rahulrawat9524 жыл бұрын
@@lofiboostvibes3071 it worked.. Thankyou so much ❤
@lofiboostvibes30714 жыл бұрын
Rahul Rawat You’re welcome 👌🙌
@amenbreak42904 жыл бұрын
Or you can press Win + left/right/up/down arrow to resize window, so you can see it on your screen
@uzairali5524 жыл бұрын
Some materials in this scene may not be supported by certain applications and will import as standard gray materials instead. The following materials are affected: solution sir ?
@IndiePixel3D4 жыл бұрын
What were the materials affected? Just a little bit more info about the setup would help me. Thanks!:)
@uzairali5524 жыл бұрын
@@IndiePixel3D yes sir when i try to export my model into fbx the this error appeard , even texture and material both were not supported.
@ChosenWan5 жыл бұрын
cool.thanks man
@raimuhammaduzairfareed76284 жыл бұрын
Hi dear ! please make a video on how to install Radeon Pro Render in houdini 18 please man
@stepanshnder185010 ай бұрын
Hello. I have a problem. I use a separate hda file for my unreal project - houdini engine. According to the project, fbx models of stones will be copied at selected points. So, the problem is that the file node can only import one object at a time. I tried to use the advice from this video - kzbin.info/www/bejne/opjKhqWLeb-Db6Msi=034BgGS-7kNt8v3o and it turned out to download several files, but after importing the hda file into the unreal engine fbx, the stones do not appear. This is 100% due to the fact that in the hda file there are no file nodes themselves, but only object merge, fbx file nodes are located in a different place and there is no way to place them in hda. Not a single attempt to change the location of geometry and subnetwork led to any result. Please help English friends.