![]() Normally, when you use the Attribute Editor to connect another asset as an input to an asset, the first output of the asset is directly connected. Note that animated input geometry will still update in serial or parallel mode if this option is off Turning off this option lets you disable the parm animation update for serial and parallel mode when you don’t need it. Updating all the parms can impact playback speed if there are a lot of parms, and the asset cook itself is fast. We are forced to update all the parms if any animation is detected When the Evaluation Mode is serial or parallel, because of the way our attributes are structured, we only know that some parms has been dirtied, not which specific ones. When evaluating in DG mode parm animation is always evaluated as expected during playback. No longer slow as of maya 2018ĭiscard the top level group node when baking an asset No longer slow as of maya 2018Īdd attributes to flag locked normals on inputs, and set normals for the corresponding outputs. Outputs dynamic attributes for custom attributes in the assetĪdd attributes to flag hard edges on inputs, and set edge hardness for the corresponding outputs. Outputs component sets for geometry groups Outputs templated geometries from the asset For outputting large number of instances, it’s much more efficient to use particle instancer If this option is off, the geometry instances will be outputted as parent hierarchy. However, Maya also supports instancing nodes by parent hierarchy. When outputting geometry instances, the default behavior is to use Maya’s particle instancer to efficiently instance the geometries. However, if this option is enabled, one half of the grid will be one mesh node, and the other half will be another mesh node So primitives that belong to different groups will appear as separate shape nodes in Mayaįor example, if half of a grid is in one group, and the other half is in another group, the entire grid will be outputted into one mesh node by default. This option makes it possible to split the primitives of the same primitive type by Houdini groups. Normally, all the primitives of the same type are outputted together, and appear as one shape node in Maya. Note that we look at folders as well as attribute names when matching attributes to parameters, if the folder names or hierarchy have changed, attributes may not match up with parameters even if the attribute names still match If however, the parameters for the asset have changed (because a new definition has been loaded from disk, or if the asset type has changed the ) it may not be possible to restore all the attribute values. If the asset’s parameter interface remains the same, attribute values and input connections will be restored. ![]() (see Sync Attributes for more details)ĭeletes and recreates the attributes for the asset’s parameters. However, this could lead to the scene being modified unexpectedly, which could lead to instability and crashes in Mayaĭeletes all the Maya shape nodes, and re-creates all the Maya shape nodes that are needed to represent what the asset is outputting at that momentĭeletes and recreates the attributes for the asset’s parameters. This is useful because connecting a Maya geometry often means the asset’s output will change somehowĪutomatically performs a sync when necessary. ![]() Perform a sync when Maya geometry is connected to the asset’s input. This is faster than the regular reload when you know that the inputs and outputs have remained the same, and preserves any modifications make downstream from the asset Reloads the asset definition of this asset without rebuilding either the parm attributes or the output node. This is useful when making changes to the asset from another Houdini session while the Maya session is running Reloads the asset definition of this asset. Resets the simulation cache of all the DOP networks within the asset Shows the cook messages from all the nodes within the asset
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