For example, the file size shouldn't be too small (less than a few kilobytes would be too small). Take a look at the cached files, and make sure the file sizes do look like sensible. Hm, here are a few things I can think of that you can check/try: 1. ![]() Using channel houdini_engine_particles_v0011_0Shape_id on object houdini_engine_particles_v0011_1Shape. I get the following warning I suspect might be related: // Warning: file: C Program Files/Autodesk/Maya2018/scripts/others/l line 99: Channel names did not match selected objects. Lucavfx I followed your instructions to the letter, the nparticles cache is created on disk, however upon attaching the nparticles cache to the duplicated nparticles transform node nothing appears when scrubbing in the viewport. I'm on windows7 maya 2018, houdini engine 16.5.405 Many thanks Luca Hi Andrew, I followed your instructions to the letter, the nparticles cache is created on disk, however upon attaching the nparticles cache to the duplicated nparticles transform node nothing appears when scrubbing in the viewport. ![]() Then, attach the nCache onto the duplicated particle. The easy way to have all the per-particle attributes imported is to duplicate the nParticle node that was created by the Maya plugin, since that nParticle node contains all the necessary per-particle attributes. Otherwise, Maya wouldn't read in per-particle attributes. However, when you attach the Maya cache onto a nParticle, you have to manually create the equivalent per-particle attributes on the nParticle. If you have custom point attributes on the particle, Maya would also cache them. The caching has actually been completed at this point, so it's safe to ignore the error. This is because the nParticle is connected by Houdini Engine. Note that when you use Maya's nParticle cache to cache the Houdini Engine nParticle, Maya will likely print out an error at the end saying it can't attach the cache to the nParticle. You can then attach Maya cache to a nParticle without needing Houdini Engine. bgeo cache into Maya's own caching format. Then, attach the nCache onto the duplicated particle.Īwong The Maya plugin imports the Houdini particles as a standard Maya nParticle, so Maya's built-in nParticle cache would work on the imported particle. ![]() The Maya plugin imports the Houdini particles as a standard Maya nParticle, so Maya's built-in nParticle cache would work on the imported particle.
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