MayaToHoudini

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Contents

Concepts

Similar Concepts

  • In Maya, what is called an attribute is called a parameter in Houdini; so the concept of "attaching attributes" in Maya becomes "adding SpareParameters" in Houdini.

Different Concepts

Base Architecture

  • Although Maya does have what it calls History laid out in the DAG, its not the default way of working. It becomes an advanced user task to rewire the DAG. Houdini's expected way of work involves constant rewiring of operations, especially in non-modeling tasks. That said, the inputs and outputs are simpler in Houdini - basically plugging output mesh connections into input mesh connections. There is no concept of other connections between nodes, besides indirect connects formed by things like Houdini Expressions. These connection can be drawn in the Houdini NetworkEditorPane by hitting "d" over the pane and enabling the option.
  • In Houdini, node types are very strictly sorted into categories called "Networks" applicable to a a specific realm of functionality. For instance, object types, modeling/geometry manipulation types/compositing types/dynamics types/etc. In Maya, these co-exist in the same network. Besides the hardcoded existence of one of each of the types of Networks, Houdini's Networks and contain other Houdini Network types and so you can build specific structures to perform a multitude of tasks. This is called NetworksWithinNetworks and is the basis for building encapsulated node structures called HDAs.

Geometry

  • GeometryAttributes - data can be attached to points and primitives and forms a major part of Houdini usage. The major difference is that this infomation is attached to the geometry and is not a separate mapping structure, as it is in Maya.
  • In Maya, you cannot have multiple unconnected NURBs meshes or curves under one Shape Node. In Maya it becomes useful because each mesh has its one transform node but can be extremely heavy if you consider having a hair system where there may be 250000 hairs where it has to maintain transforms and shape nodes for every hair. It becomes a conscious effort in Houdini to separate meshes (like the Maya Separate tool). In Houdini, see ConnectivitySOP and the DeleteSOP and the ObjectMergeSOP.

Operation Map

Modeling/Create
Create> NURBS/Polygon Primitives>Sphere SphereSOP
Create> NURBS/Polygon Primitives>Cube BoxSOP
Create> NURBS/Polygon Primitives>Cone TubeSOP : tubes and cones
Create> NURBS/Polygon Primitives>Plane GridSOP
Create> NURBS/Polygon Primitives>Torus TorusSOP
Create> NURBS/Polygon Primitives>Circle CircleSOP
Create> NURBS/Polygon Primitives>Square GridSOP : 1 division
Create> Lights LightObject
Create> Cameras CameraObject
Create> CP/EP Curve Tool CurveSOP
Create> Pencil Curve Tool CurveSOP
Create> Arc CircleSOP
Create> Text FontSOP
Create> Locator NullObject
Create> Set Bundles and OperatorGroups
Modeling/Polygons
Polygon> Create Polygon CurveSOP
Polygon> Append To Polygon Similar to CurveSOP
Polygon> Combine MergeSOP and ObjectMergeSOP
Polygon> Transfer AttribTransferSOP
Polygon> Booleans CookieSOP (works on open polygons too)
Polygon> Mirror MirrorSOP
Polygon> Mirror Cut MirrorSOP with ClipSOP
Polygon> Smooth DivideSOP with "Smooth" option
Polygon> Smooth Proxy ?
Polygon> Unmirror Smooth Proxy ?
Polygon> Average Vertices similar to SmoothSOP
Polygon> Triangulate DivideSOP - max edges set to 3
Polygon> Quadrangulate DivideSOP - max edges set to 4
Polygon> Cleanup CleanSOP, or FacetSOP with Remove Inline Point and Orient Polygons
Polygon> Quadrangulate DivideSOP - max edges set to 4
Polygon> Reduce PolyReduceSOP
Modeling/Edit Polygons
Edit Polygons> Subdivide SubdivideSOP
Edit Polygons> Split Polygon Tool PolySplitSOP
Edit Polygons> Extrude Face/Edge/Vertex PoyExtrudeSOP (old:ExtrudeSOP)
Edit Polygons> Append To Polygon Similar to CurveSOP
Edit Polygons> Append To Polygon Similar to CurveSOP
Edit Polygons> Chamfer Vertex PolyBevelSOP
Edit Polygons> Bevel PolyBevelSOP
Edit Polygons> Cut Faces no equivalent
Edit Polygons> Bevel PolyBevelSOP
Edit Polygons> Poke Faces similar to StarBurstSOP
Edit Polygons> Wedge Faces ?
Edit Polygons> Bevel PolyBevelSOP
Edit Polygons> Merge Vertices FuseSOP or FacetSOP with "Consolidate" on
Edit Polygons> Merge Edges ?
Edit Polygons> Split Vertex FuseSOP or FacetSOP with "Unique" on
Edit Polygons> Flip Triangle Edge EdgeFlipSOP
Edit Polygons> Bevel PolyBevelSOP
Edit Polygons> Collapse EdgeCollapseSOP
Edit Polygons> Delete Vertex BlastSOP or FacetSOP with "Remove Inline Points"
Edit Polygons> Delete Edge DissolveSOP
Edit Polygons> Bevel PolyBevelSOP
Edit Polygons> Duplicate Face DuplicateSOP or CopySOP
Edit Polygons> Extract ?
Edit Polygons> Separate See SeparatingConnectedMeshes
Edit Polygons> Make Hole HoleSOP or BlastSOP
Edit Polygons> Fill Hole PolyCapSOP
Edit Polygons> Sculpt Polygoons Tool SculptSOP
Edit Polygons> Colors > Apply Color ColorSOP or PointSOP
Edit Polygons> Colors > Prelight ... BakeVexSOP
Edit Polygons> Colors > Paint Vertex Color Tool PaintSOP
Edit Polygons> Normals > Vertex Normal Edit Tool PointSOP / GeometrySpreadSheet / CombSOP
Edit Polygons> Normals > Set Vertex Normal PointSOP
Edit Polygons> Normals > Average Normals SmoothSOP with Other Attribute set to "N"
Edit Polygons> Normals > Set To Face FuseSOP Unique, then FacetSOP Recompute Normals
Edit Polygons> Normals > Reverse ReverseSOP or PrimitiveSOP>Face/Hull>Vertex>Reverse or PointSOP for PointAttributes
Edit Polygons> Normals > Conform FacetSOP with Orient Polygons
Edit Polygons> Normals > Soften/Harden EdgeCuspSOP or FacetSOP with Cusp


anyone else like to continue?


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