Let's first take a look at partitioning the geometry in the Alembic File so different materials can be applied to different groups of faces. You can think of this as Material IDs or Face Sets. By default, Houdini dumps all geometry fed to the ROP Alembic Output in a single shape (that is, the 'poly mesh' inside the Alembic file). If you have a tree and you want to assign different materials to the bark, branches and leaves, there would be no way to separate them. The image to the right shows how the Alembic Hierarchy looks in the V-Ray Proxy UI when no steps are taken to partition the geometry. As you can see, there is a single object reference in the entire file, named after the last Houdini node before the ROP Alembic Output - OUT_sphere. Instead of this, we would like to have separate object references for the sphere body, the connectors and the cables, so we can assign different materials to them. Let's see how to do this. |