the thread on the redhsift forums where I posted, that/how it actually works with the shader custom attribute overwrite
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.redshift3d.com_forums_viewthread_15100_P15&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=wpQCrPcGHhsCpW_WC3wpYn8vgEsKGBq3vvEVVK0Zyu0&s=0gZKLNh6V6yTIPLIKZ5Lr6Mjw_ur2X6OJTcnjEbGZAc&e= On Tue, Apr 3, 2018 at 3:23 PM, Juan Brockhaus <juanxsil...@gmail.com> wrote: > Hi, > > last year on one project we actually used Redshift proxies to get the data > across. > > I don't have the project in front of me (as it is already archived...) but > I basically did a simple ( Redshift ) shading setup in Houdini on the > objects I needed. then written out Redshift proxies. > for static meshes just one file and for a fluid sim a sequence. and if I > remember correctly then I had to turn on MB in houdini for the export, only > then the motion blur rendered in Maya with Redshift. > > then in Maya I could overwrite the shaders in the proxy files with the > final Redshift shader I had setup for rendering. > This workflow only works for Redshift of course. But it was actually much > quicker to get the caches across and also rendered much faster in Maya, > since the caches were already redshift proxies. > and with the ability to write custom redshift attributes into the shader > and then in Maya to pick them up, it worked like a charm. (i.e. in Houdini > setting a color attribute to get hue variations, opacity, etc) > > It was the Mercedes G Class project ("stronger than time") done at > Sehsucht. all the amber world sequences and the first water splash was > rendered in redshift/Maya. > The galaxy, a lot of the random bubbles and the first watersplash were > setup in Houdini, exported as redshift proxies and rendered with redshift > in Maya. > > hope that helps. > > Cheers, > > Juan > > > > > On Tue, Apr 3, 2018 at 2:56 PM, Artur W <artur.w...@gmail.com> wrote: > >> I'd like that one too. Although my original mesh came from Realflow, I >> somehow couldn't transfer velocity attributes in Houdini to mesh for MB to >> work in Maya Redshift. >> >> Artur >> >> 2018-04-03 13:36 GMT+02:00 Morten Bartholdy <x...@colorshopvfx.dk>: >> >>> We are getting meshes from particle/fluid sims in Houdini exported as >>> Alembic for rendering in Maya. We get no motionblur, so I am guessing no >>> PointVelocity data available, despite our Houdini guys says he has exported >>> the data. He tried both PointVelocity and VertexVelocity, but obviously >>> something is amiss. >>> >>> I imported to Softimage to visualize the PointVelocity data in ICE and >>> can see nothing when getting it and visualizing. >>> >>> Since most people here have migrated to Houdini and/or Maya I was >>> thinking at least some of you have come across this and perhaps know the >>> right thing to write out of Houdini and how to get it working with Redshift >>> in Maya!? >>> >>> Thanks in advance :) >>> >>> Cheers >>> 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. >> > >
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