Member sanchoflat Posted February 25, 2012 Member Report Share Posted February 25, 2012 Hi, try to import model from houdini in 3d coat. It consists of some meshes. is it possible that when i import - 3dcoat defeated them in parts for easier texturing? Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted February 25, 2012 Advanced Member Report Share Posted February 25, 2012 Im not sure what you mean with "defeated them in parts for easier texturing". Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 25, 2012 Author Member Report Share Posted February 25, 2012 i mean - i have one mesh, it include some pises. for example, when i import .obj in 3dcoat - i can texture one big mesh, it's not convenient. But export all my little pises is to long, can 3dcoat split model? Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted February 25, 2012 Advanced Member Report Share Posted February 25, 2012 Ive just made a small test in Houdini, exported it to 3DCoat and reimported it back to Houdini seems like everything is working the way it should. Houdini still recognizes the models, 3DCoat sees one geometry SOP with many objects as seperate models. See screenshots for example. 1 Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 25, 2012 Author Member Report Share Posted February 25, 2012 ou, thanks, now understood) Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 26, 2012 Author Member Report Share Posted February 26, 2012 by the way. i import model for PTEX painting. painted, then what should i do to correctly export this color/specular/depth layers and then add it to my obj in houdini? Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted February 26, 2012 Advanced Member Report Share Posted February 26, 2012 At first you should export em like this: Textures --> Export --> Color to Ptex Textures --> Export --> Displacement to Ptex Textures --> Export --> Specular to Ptex For the Houdini part I would like to explain this but its quite some work but I used this tutorial to help me for my Ptex <-> Houdini workflow: http://3dexport.com/3dtuts/3d-tutorials/ptex-workflow-mudbox-houdini/ Its a really nice/short tutorial with tons of info.. If you dont understand some parts of it you can always try to ask me. Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 26, 2012 Author Member Report Share Posted February 26, 2012 ou thanks) realy my english isn't good) Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 26, 2012 Author Member Report Share Posted February 26, 2012 wow, not the first time confronted with the problem. i use H11, and there some earlyer version. all name of shaders are different. do you now which name are in H11 version. vor exapmle a havent displacement and Base color map . Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted February 26, 2012 Advanced Member Report Share Posted February 26, 2012 The Mantra Surface should have all of them included.. Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 26, 2012 Author Member Report Share Posted February 26, 2012 hm, i dont work good with shaders but i really havent this nodes, which in tutorial are: Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted February 26, 2012 Advanced Member Report Share Posted February 26, 2012 You've got the colorMap width connected to the Ptex texture, you should connect the Base Color Map to the Ptex texture input. Are you using Houdini 11.1 Apprentice btw? I would like to fix a quick shader network for you if you like. Quote Link to comment Share on other sites More sharing options...
Member sanchoflat Posted February 26, 2012 Author Member Report Share Posted February 26, 2012 i sas, i use H11.1. I saw thats shaders name in H10 and H11 are really different. Difficult to orient. Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted February 26, 2012 Advanced Member Report Share Posted February 26, 2012 Ive build a quick Ptex shader setup for you, you should be able to imput your own texture maps. Look in the SHOP for the shader. Ptex_Shader.rar 1 Quote Link to comment Share on other sites More sharing options...
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