![]() ![]() inputPrimitiveComponent - selected faces.If componenets are selected but no groups are specified the default groups are created: if point selection is not relevant for the hda In this example the primitive group is specified but the point group is not, e.g. The groups to use for component selection can be specified on the houdiniInputGeometry node once it has been created. GetAttr houdiniInputGeometry1.inputComponents ![]() The inputComponents attribute is a componentList attribute, so that while it doesn't show up in the attribute editor, it can be set like this: setAttr houdiniInputGeometry1.inputComponents -type "componentList" 5 "f" "f" "f" "f" "f" The asset still needs to use the named component group for it to have any effect. When mesh components are selected doing addToSelection on an input, the inputComponents attribute is set on the inputGeometry node, and corresponding groups are created on the input geo. Stores the name of the shading group that is assigned to the object, or to each polygon. maya_shading_group - primitive or detail string.Note that while Maya supports empty and partial color sets, houdini does not, so any unset colors are initialized to a default (black for unset RGB and RGBA going in to Houdini, white going back to Maya if there is only Alpha in houdini), and unset alpha is set to 1. While we also determine whether or not to create the corresponding Cd and Alpha attributes based on the incoming color representation, it seemed more straightforward to keep the representation explicitly than to reconstitute it from the color mapping on output. It uses the Maya UI representation names: RGBA, RGB, and A. This attribute keeps track of the color representation of each of the mapped color sets. maya_colorRep - detail string tuple (size is the number of color sets).Stores the name of the current color set. Then, the asset would access the second element of maya_colorset_mapped_Cd for the corresponding name of the Houdini attribute, which might be Cd2. First, the asset would search maya_colorset_name for "diffuse", which might be the second element. The maya_colorset_name stores the original name of the color sets in Maya, and the maya_colorset_mapped_Cd and maya_colorset_mapped_Alpha stores the name of corresponding vertex attribute in Houdini.įor example, if the asset expects a Maya color set named "diffuse". This set of attributes can be used by the asset to lookup the name of the original color set from Maya. maya_colorset_mapped_Alpha - detail string tuple (size is the number of color sets).maya_colorset_mapped_Cd - detail string tuple (size is the number of color sets).maya_colorset_name - detail string tuple (size is the number of color sets).The Alpha attribute is only present if the Maya color set contains alpha. ![]() The colors and alphas of each color set are stored as separate attributes. Stores the vertex color and alpha of each color set. Then, the asset would access the second element of the maya_uv_mapped_uv string for the corresponding name of the Houdini attribute, which might be uv2. First, the asset would search the maya_uv_name string for "dirt", which might be the second element. ![]() The two strings should have the same number of elements.įor example, if the asset expects a Maya UV set named "dirt". The maya_uv_name stores the original name of the UV sets in Maya, and the maya_uv_mapped_uv stores the name of corresponding vertex attribute in Houdini. This can be used by the asset to lookup the name of the original UV set from Maya. maya_uv_mapped_uv - detail string tuple (size is the number of UV sets).maya_uv_name - detail string tuple (size is the number of UV sets).Each UV set is stored as a different attribute. This allows the rest of the asset to work with hard edges as an edge group representation, which is often simpler to work with. When building an asset, the "Convert Maya Hard Edge to Group" shelf can be used to convert the maya_hard_edge vertex attribute into the maya_hard_edge edge group. If the value is 0, then the edge is smooth. If the value is non-zero, then the edge is a hard edge. However, since Houdini doesn't have the concept of edge attribute, the property is stored on the first vertex of the edge. Stores whether the edge represented by the vertex is a hard edge. If the value is 0, then the normal is unlocked. If the value is non-zero, then the normal is locked. Stores whether the normal of the vertex is locked. When inputting a Maya mesh, the plug-in also includes various other information of the mesh as additional Houdini geometry attributes. Maya mesh is input into a Houdini asset as polygons. The plug-in supports both inputting and outputting Maya mesh. ![]()
0 Comments
Leave a Reply. |