Yes, the name of this post has some of the hottest topics in CG.
I am getting sooo close to cracking this wide open. I know there is someone out there that can figure out this final step. The general situation is that I have a great mesh with changing point counts in Houdini and I need to render it in Maya. Currently we render out an ArnoldSS sequence which includes all the stuff we might need, but it is sort of fussy and any changes to amount of motion blur and stuff require re-exporting from Houdini.
Here is what I know at this point:
*Alembic supports meshes with changing point counts.
*Alembic can bring in and connect any vertex attribute that was a color at some point in Houdini by adding the '-rcs' flag to your AbcImport command in Maya. This creates RGBA colorsets for each vertex attribute that was designated as color in Houdini
*Arnold in Maya will use an RGB attribute called velocityPV to calculate motion blur if this RGB attribute exists.
This attribute, if it exists, will override any calculated motion blur based on point number.
The issue is simply the difference between an RGB attribute and an RGBA attribute. One works and one doesn't and I can figure out a way to change the type of the color set from RGB to RGBA
I have attached an alembic file with the velocityPV color attribute that was written out of Houdini.
Import with this command and you will have everything you need:
AbcImport -rcs -mode import -fitTimeRange -setToStartFrame "/***add path***/alembicChptMesh_10.abc";
If you render with motion blur enabled you will have some crazy blur due to the calculation based on point number. When working properly it will be much less blur.
If anyone has the time to look into this it would save the world of 3D as we know it!
Thanks everyone for your time.