I’m making some experiment in Maya, just to see how some of my fluffy characters would look into the software. Is it possible to export the particles from Blender as Alembic and import them into Maya? I remember to have seen somewhere that it was possible, but now I’m confused. How can I export correctly an alembic file from Blender to work in Maya? I tried but failed lol
thank you for your reply.
If the particles are converted into zero-width curve, I suppose I could just convert the particles as mesh add a minimum width and import them in Maya.
Has anyone else tried it? I will test this and update the thread as I think this hybrid workflow is interesting and useful.
Yes. You can convert your particles into meshes.
If you do that, it is probably preferable to give width before conversion.
You can use a Particle Instance modifier on a long shape aligned on Y axis.
Or you convert them to Curves object use Geometry Nodes to give width. Then, you can convert Curves object to mesh.
I don’t use Maya. But it has tools to create and render hair.
It can render through different render engines.
To obtain better result, you have to learn what is workflow expected for chosen render engine.
Then, you will know what is the most pertinent export.
Reason for Alembic support to use curves seems to be to export animation of hair.
That may make sense to prefer to export a mesh. That may not be the best option.