New Member subdproxy Posted September 30, 2012 New Member Report Share Posted September 30, 2012 I like the 3D Coat Houdini App Link. It works great if I have nothing moving in my scene. Is there a way to turn off sending Geometry back to Houdini and just send the Texture maps? I noticed it removes all my Dynamic Functions (RBD) when re-importing into Houdini. The pivot seems to move on the object also. I like JohnnyCores idea of manually importing and exporting. Glen Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted January 9, 2013 Member Report Share Posted January 9, 2013 Hm, I use H12.1 and have the same problem - when I try to export - Error running callback: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "opdef:/Object/coat_file_out?PythonModule", line 361, in go AttributeError: 'SopNode' object has no attribute 'worldTransform' Quote Link to comment Share on other sites More sharing options...
Styler Posted January 9, 2013 Report Share Posted January 9, 2013 no sources, no fixes Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted January 10, 2013 Member Report Share Posted January 10, 2013 poorly. I have some question, maybe now you - why houdini dont render NM as well. I try to change my mantra surface, but result is terrible. UV map is good. In 3d coat and maya render was fine, in houdini..... Quote Link to comment Share on other sites More sharing options...
Taros Posted July 14, 2013 Report Share Posted July 14, 2013 Important infos for AppLink users who have problems: http://3d-coat.com/forum/index.php?showtopic=10198&p=96605 Best wishes Chris Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 8, 2014 Report Share Posted August 8, 2014 Will be this applink compatible with the new Houdini Indie ? http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66 Side Effects Software, an industry leader in 3D animation and visual effects software, is proud to announce the immediate release of Houdini Indie which makes all of Houdini’s animation and VFX tools available under a limited commercial license to independent animators and game makers who want to use Houdini during the incubation stage of their business. ty 1 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted August 8, 2014 Contributor Report Share Posted August 8, 2014 Wow! Houdini Indie! So great! Really only $200? My mind is blown! Quote Link to comment Share on other sites More sharing options...
Member Aabel Posted August 13, 2014 Member Report Share Posted August 13, 2014 3d-Coat should go beyond app-link and integrate the Houdini Engine. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 13, 2014 Contributor Report Share Posted August 13, 2014 Fantastic news! Quote Link to comment Share on other sites More sharing options...
New Member flipchord Posted August 14, 2015 New Member Report Share Posted August 14, 2015 Hi Everyone - I am new to Houdini (bloody beginner level) and need some help with using the Applink. I started my project in 3D-Coat and want to export it to Houdini. Using Multiple UV-sets I somehow need to convert the sets to tiles on export - otherwhise they share the same 0-1 UV-space (--> attachment) - Are there some "hidden" export-Options I missed? Since the Applink-Video seems to be down I need your help Thanks Jörg Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 15, 2015 Contributor Report Share Posted August 15, 2015 Choose Export UV Sets as Tiles. Each UV-set will be treated as a separate UV tile. Quote Link to comment Share on other sites More sharing options...
New Member flipchord Posted August 15, 2015 New Member Report Share Posted August 15, 2015 thanks a lot - I just discovered, that I used the "export Retopo Object" for my lopoly version (here are no export-settings aviable) instead of using the "Export Lowpoly-Mesh" mode in the Painting-Room - It would be great to have the Export UV Sets as Tiles avilable from the Retopo-Room Quote Link to comment Share on other sites More sharing options...
mifth Posted March 30, 2016 Report Share Posted March 30, 2016 I'm going to bump this thread. I'll do Houdini-3DCoat asset. Do you want this? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 30, 2016 Reputable Contributor Report Share Posted March 30, 2016 I'm going to bump this thread. I'll do Houdini-3DCoat asset. Do you want this? Does this applink work in Houdini 15 or is it outdated? Quote Link to comment Share on other sites More sharing options...
mifth Posted March 30, 2016 Report Share Posted March 30, 2016 (edited) I guess this is outdated. I'm going to create new one. Edited March 30, 2016 by mifth 3 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 30, 2016 Reputable Contributor Report Share Posted March 30, 2016 I guess this is outdated. I'm going to create new one. Awesome news. Do you think it would be possible to create a preset for importing materials via the applink, similar to how the new 3ds Max Applink does it. It automatically hooks up the image maps into the right channels,and tweaks the output of the glossiness map, so it matches what the user sees in 3D Coat. Most 3D Renders tend to use the Gloss/Specular Color workflow. The Color map obviously goes into the Diffuse/Color channel. The Specular Color map into the Reflection Color channel. The Glossiness into the Reflection Glossiness Channel, and of course the Normal map into the Bump channel. That is pretty much it. The Output curve for the Glossiness map will need to be adjusted, as I mentioned, but that is pretty much all that is required, in Max, regardless of Render engine. Quote Link to comment Share on other sites More sharing options...
mifth Posted March 31, 2016 Report Share Posted March 31, 2016 Awesome news. Do you think it would be possible to create a preset for importing materials via the applink, similar to how the new 3ds Max Applink does it. It automatically hooks up the image maps into the right channels,and tweaks the output of the glossiness map, so it matches what the user sees in 3D Coat. Most 3D Renders tend to use the Gloss/Specular Color workflow. The Color map obviously goes into the Diffuse/Color channel. The Specular Color map into the Reflection Color channel. The Glossiness into the Reflection Glossiness Channel, and of course the Normal map into the Bump channel. That is pretty much it. The Output curve for the Glossiness map will need to be adjusted, as I mentioned, but that is pretty much all that is required, in Max, regardless of Render engine. Right now I want to make fast export/import meshes for texturing and sculpting. Materials are just a small addition. As most of us use custom shaders in Houdini. And also you would like to put textures into your custom folder possibly. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 31, 2016 Report Share Posted March 31, 2016 Hi Mifth Ty for your work and support When you created a new one... could please post it on a new thread ? Houdini Applink - Complete Rewrite could be ok ty ! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 31, 2016 Reputable Contributor Report Share Posted March 31, 2016 Right now I want to make fast export/import meshes for texturing and sculpting. Materials are just a small addition. As most of us use custom shaders in Houdini. And also you would like to put textures into your custom folder possibly. Understood, but to be honest, the PBR maps really help nullify the need for custom shaders. You no longer need a custom car paint shader, if you've created one with Smart Materials in 3D Coat. You don't need a special metal shader, either. The PBR textures drive those special attributes via image maps. This was not the case before the PBR Smart Materials. I know it is like that in 3ds Max. I don't have to use a metal Arch & Design (Mental Ray) material...just a base one. The maps drive the metal appearance, very accurately, too. By creating a material PRESET for importing and connecting PBR derived image maps from 3D Coat, the user has a good base to start from. If they want to disconnect the map nodes from the base material and use something else, that's not hard to do. Quote Link to comment Share on other sites More sharing options...
mifth Posted March 31, 2016 Report Share Posted March 31, 2016 Yep, i'll create a new thread when I finish the asset. Man, I'm really not sure about textures/shader. It will be hard to support. You can always export/import textures easily. I did exporting. Only obj nodes are supported for a while. But i'll add sop soon. https://youtu.be/d8nW2r730W0 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 31, 2016 Reputable Contributor Report Share Posted March 31, 2016 Yep, i'll create a new thread when I finish the asset. Man, I'm really not sure about textures/shader. It will be hard to support. You can always export/import textures easily. I did exporting. Only obj nodes are supported for a while. But i'll add sop soon. https://youtu.be/d8nW2r730W0 You can easily import objects, too. So, if textures aren't being connected for the user then why bother with an Applink at all? I thought the whole concept was to speed up the import/export process of both the mesh and maps? Quote Link to comment Share on other sites More sharing options...
mifth Posted March 31, 2016 Report Share Posted March 31, 2016 Ok, possibly i can add textures importing. I'll think about textures. Quote Link to comment Share on other sites More sharing options...
mifth Posted April 4, 2016 Report Share Posted April 4, 2016 Export/Import of meshes is done. Now i'll look at textures. 2 Quote Link to comment Share on other sites More sharing options...
mifth Posted April 4, 2016 Report Share Posted April 4, 2016 Textures exporting is supported now too. https://youtu.be/4WVgfgugZ5M 2 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 5, 2016 Reputable Contributor Report Share Posted April 5, 2016 Textures exporting is supported now too. https://youtu.be/4WVgfgugZ5M Cool. Thanks Quote Link to comment Share on other sites More sharing options...
mifth Posted April 6, 2016 Report Share Posted April 6, 2016 Hi. I have created a new thread for the new houdini applink http://3dcoat.com/forum/index.php?showtopic=19145 Quote Link to comment Share on other sites More sharing options...
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