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.
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 ?
@@IndiePixel3D i've tried to post a link but it seem that UA-cam 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.
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.
@@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.
@@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 😊
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.
@@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.
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?
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. :)
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!
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! :)
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.
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!:)
Thank you! Just started using Houdini and this was extremely helpful!
i cant get the export option under the file tab to work! how do i export a model as an obj??
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.
Really helpful for beginners
how would you import a .abc camera into houdini and export it as an .abc camera?
Helps a lot! But I still consfusing about how to export multiple asset by a single button?
Or call expoting jobs by Unreal Engine's script is great too :)
how to export simulation to blender?
thank you good sir!
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 ?
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.
@@IndiePixel3D i've tried to post a link but it seem that UA-cam 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.
@@planebreach cool, I'll take a look when I get some time this week.
so, i thanks. and i'm wondering how to export texture from geometry
Is this different in the non commertial edition
You still have the file node and rop_output_geometry node in apprentice, just not fbx export.
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.
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.
You should be able to...did you place the rop geo node inside of a geometry container node?
@@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.
@@KeithTreason ah, yeah no prob...so apprentice diesnt include fbx exporting, but you can export to obj with it. Thatll work...:)
@@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 😊
it exports but the obj is empty contains nothing, loads fine only in houdini
Excelente.
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?
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.
@@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.
@@PabloRuiz55 Ahh....no way! Well done! Ill have to try it out! Thanks man!
How to export instances to 3ds max, so copied instances are still linked to each other?
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
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?
I dont believe maya can export to bgeo...that's a houdini format.
@@IndiePixel3D I haven't found it, but I was able to convert alembic to bgeo with Houdini. Thank you.
Awesome! Thank you! ...This is useful for 3D models and 2D images, but how different is it to export simulations?
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. :)
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!
No prob Anthony! I do need to get some vellum vids going too...let me know how it goes! Thanks again! :)
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! :)
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.
@@IndiePixel3D you are a godsend! Thank you so much! 😁😁
Or create a different quick material for each group and when you export to Substance they will show up as different groups!
sir how to import substance texture in houdini
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/
pls make an udemy course of ground vehicles
hey can I do this with the aprentice edition?
With apprentice you can use the rop geometry output node to export to obj...not fbx...that's the difference
houdini not exporting texture in fbx please help
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.
How to import 3d texture model in houdini.
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!:)
@@IndiePixel3D tq brother
@@Gyanevlogs No prob at all! :-)