Created some wild particle sim in houdini, which i have exported to alembic, including Cd color information along with other sets of attributes. These values appear to come with the Vray proxy to maya. I’m trying to leverage these values and create the same burning hot sparks that change in color as they die off and illuminate the scene around it. In short is there any guide or steps that anyone can provide from adding the textures and nodes required to get these particles self illuminating the scene from this color information. Thanks and appreciate any help
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Houdini particles to Vray Proxy
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You can use VRayUserColor and VRayUserScalar to read the proxy attributes and pass them to shaders.
We're actually working on a couple of tutorials on a houdini-to-maya workflow. As soon as those are ready, we'll publish them.
We have some tutorials on houdini-to-3dsmax, which is more or less the same in terms of V-Ray setup, so if you think those can be useful, you can check them out here:
https://docs.chaosgroup.com/display/...embic+Workflow
https://docs.chaosgroup.com/display/...n+VDB+workflow
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Hey, I got this working, so the particles have a @Cd value on output from Houdini, plugging the VRayUserColor node into the vray material light or standard works perfectly. I can light the scene with the results. Using GPU rendering though, it says this texture node is supported but the particles just render white. I'm guessing it isn't fully supported, or is there an extra step. thanks
Its not a huge problem, as they render fast under CPU anyway, so I can composite that later on, and just place the white partitcles in the scene during the GPU pass so they catch in reflections etc, with a basic color similar to the actual.
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Thanks for the note, we'll look into it.
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