Basically we have people working on the shading of a model in Maya while I'm using the base, pre-shading mesh to do some fracture and simulation FX in Houdini. Parallel tasks, woo !
My work will then be loaded back into Maya for lighting and rendering. I'm planning on using Alembic for that.
Question is : how can we effortlessly slap the shading back on my FX'ed model?
The path attribute / maya hierarchy and names will stay consistent throughout the process.
I had hoped exporting shader assignment in one ass and shaders in another would do the trick, but shader assignment still requires the shapes to be exported as well.
I feel like there should be an override somewhere that I'm missing... Both on Maya and Houdini. Or a way to turn shader assignments into operators or something ?