Good day,
Digging into some operators for DCC portability of LookDev, I've noticed something with the "Import / Export Operator Graph" features.
After exporting operator selection and using the "Export Assigned Shaders" feature in Maya—we of course get the operators & shaders stored in the ASS file as intended.
In Houdini the "Export Assigned Shaders" feature also seems to be missing?
aiIncludeGraph and MatX don't provide access to the shader in the scene at the back-end of the pipe (Lighting) for adjustments.
So to me it's preferable to have the shader re-built in the scene on importing and those shaders referenced by the newly imported operators.
Summary:
Regards,
Andrew
Maya:
Maya: 2022
MtoA: 4.2.1
Arnold: 6.2.0.1
Houdini:
Houdini: 18.5.462
HtoA: 5.6.0.0
Arnold: 6.2.0.0
Arnold ROP > Import Operator Graph imports the operators connected to the options node.
So in Maya, you have to export the options and operators.
HtoA doesn't import operators on procedurals.
And Import Operator Graph does not create the shaders referenced by operators.
Hey again Stephen, thanks for the reply! 🙂
Okay so, for example:
LookDev done in HtoA and brought into Maya:
(per asset)
TBH, I was hoping that one could simply go "Arnold - Export" in Houdini and "Arnold - Import" in Maya or vice-versa and have everything working.
(shaders, assignments & properties) with the shaders existing in the DCC
"So in Maya, you have to export the options and operators."
I would assume the artist would set-up the LookDev (Looks, SetParameter assignments / properties) on the aiStandin (in Maya for example) and export "Selection" from there?
(obviously automated on publish per asset)
So exporting the "options" or we're talking about "Scene Graph" export option instead of selection?
And that would import correctly into Houdini "ROP"?
"HtoA doesn't import operators on procedurals."
Yeah this unfortunately doesn't seem as fleshed out as the current approach in Maya
I had to use Arnold > Scene Export (or File > Export) and select options, operators, shaders