Hi. Newbie question again: when I import a model from mudbox I have to scale it down to 0.001 to make it the correct size, but then all the values are off in the material, I have to divide all the values by that amount. I'm trying out different ways of doing skin in VRay/Houdini and it's a pain to adjust all bump/sss/etc values and it makes it very unpractical if I want to reuse the material on a model with a different scale. Is there a way to make values relative to the model or are all values "world scale" in Houdini? What's the best way to solve this? Thanks.
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(Resolved) Material value scale?
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It's not a stupid question for sure.
We'll probably have to add some Python expression inserted in world space parameters import time to fix such cases...
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Originally posted by Monkeybrother View PostNobody? Maybe it's a stupid question, but I just started looking at Houdini a week ago and get stuck at basic things.
You can just cache out your model after the scale is applied and import it back in. This is the easiest solution and keeps thing in the proper scale.
Edit: Also, this scaling is required because each software uses a different scale, while 1 unit in Houdini is 1 meter, in maya is 1 centimeter and by the scale you are applying (0.001) in mudbox, it's milimeters.
Also take in consideration that this scaling also impact things like motion blur, so it's just better to cache out and read again.
Best,
David.Last edited by david.anastacio; 11-10-2020, 07:56 AM.David Anastácio // Accenture Song - VFX
https://www.accenture.com/us-en/serv...visual-effects
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