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Quick Materials provide a straightforward PBR material artists can use in their scenes. Rather than build-up materials using VOP nodes within a Material Library, Quick Materials exist as USD files shipped with Houdini. These are referenced into your scene, and contain both the shaders and the user interface built-in.
This approach has a few advantages:
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Referencing a Quick Material cooks very fast, and requires no VOP to USD translation required when using Material Builders inside of a Material Library
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Each Quick Material instance shares data in-memory by default, reducing USD overhead
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The fixed shader model helps reduce the amount of shader re-compilation by Karma XPU’s GPU devices
Material |
Description |
---|---|
Quick Surface Material |
Uses the MaterialX Standard Surface model. Should work with any renderer with UsdMaterialX support. |
Quick Cloud Material |
Material for rendering clouds built around . Currently Karma-only, but future releases might be renderer-agnostic like Quick Surface Material. |
Quick Surface Material ¶
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Provides a PBR material based around MaterialX Standard Surface and PBR Texture Set.
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Parameters, texture maps, and primvars multiply together.
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Texture maps are using MtlX Image internally. Each signature is pre-configured based the corresponding parameter. Float parms like, roughness and metalness, use
float
maps, while color parms expectcolor3
textures. -
Normal maps are
vector3
images read-in raw, and bump/displacement arefloat
textures. -
While most parameters don’t trigger Optix devices to re-compile shaders, sometimes shader compiling can still happen unexpectedly.
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UV projection is the default, but this node also provides a Triplanar projection. It projects the same map on each axis.
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Clicking the button next to a texture map parm creates a COP Network for generating driving that parameter with a COP pattern. These will automatically get saved as EXR images, when a USD ROP writes USD files to disk. If you already have a texture map, it will setup a File COP with that map pre-filled for you; this lets you do some image processing of the map.
Quick Cloud Material ¶
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Provides a simple Cloud material based around Karma Pyro Shader, similar to the Karma Cloud Material Builder.
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The
density
field is used for the cloud volume by default. -
Multiscatter is key to good looking clouds. Volume Limit has an expression that should provide good values automatically.
How to Use Quick Materials ¶
Quick Materials can be created from the tab menu. The material can then be assigned using any of the available material assignment nodes such as Assign Material or Material Linker. However there are two other options that could be more convenient.
To... | Do this |
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Simple Quick Material |
|
Component Builder |
Tip The Add Quick Material menu also exists next to each assignment’s material path. This inserts a Quick Material upstream, but also channel-references the prim path automatically. |
Material Linker |
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Advanced ¶
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Each Quick Material automatically inherits from its own class prim. This lets you setup indirect edits from the Scene Graph Tree, which broadcast changes to every instance of your quick material.
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Quick Materials also inherit from global classes, which affects every instance of a Quick Surface Material or Quick Cloud Material.
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The interfaces are automatically created by the Material Library. For parameters that don’t need a control parm when the interface appears on the Edit Material Properties node, set the parm tag
sidefx::shader_makecontrolparm
to 0. -
While technically you can modify these materials using Edit Material Network, doing so looses many of the advantages outlined at the beginning of this page.