
Artur J. Żarek
ajz3d
About Me
EXPERTISE
Generalist
INDUSTRY
Gamedev
Connect
LOCATION
Warsaw,
Poland
WEBSITE
Houdini Skills
ADVANCED
Python
INTERMEDIATE
Procedural Modeling | Digital Assets | Solaris | Karma | PDG | VEX
BEGINNER
Environments | Character Rigging | Animation | Cloth | Lighting
Availability
Not Specified
Recent Forum Posts
How to bake MaterialX shader to textures? May 1, 2025, 6:25 a.m.
I'd like to bake multiple shadeless maps: (...) as separate images
I forgot to address this part of your question. Karma Render Products LOP provides this by default for each multiparm entry. See the "Product Name" parameter for the file name that will be generated from each product. Render Product LOP comes with an empty "Product Name", so it will have to be filled manually with something like
$HIP/render/$HIPNAME_Roughness.png
, for example.Also, in order to be rendered, custom render products need to be added to Render Settings LOP's Ordered Products parameter. I'm using the following pattern:
/Render/Products/* ^/Render/Products/Vars
How to bake MaterialX shader to textures? April 30, 2025, 6:57 p.m.
Yes, it's possible.
First, if you haven't already, look into this thread [www.sidefx.com] on how to set up the LOP network for Karma texture baking.
Then, look into Karma AOV 2.0 VOP [www.sidefx.com] and the screenshot that I posted below, which shows an example setup inside the Material Builder. Whatever you put into "AOV Name" parameter, will become a RenderVar in the LOP Net, which you will then have handle with a Render Product or Karma Render Products LOP

I'm using a similar setup in my automated Karma Texture Baker HDA, on which I've been working for some time. HOWEVER, I'm on a stage where I have not yet tested this setup with a tri-planar mapping yet, so let me know if this solution worked for you. I'm very interested in this. My optimistic guess is that there shouldn't be any problems with it.
EDITED because the forum still doesn't display webp images. Ugh.
First, if you haven't already, look into this thread [www.sidefx.com] on how to set up the LOP network for Karma texture baking.
Then, look into Karma AOV 2.0 VOP [www.sidefx.com] and the screenshot that I posted below, which shows an example setup inside the Material Builder. Whatever you put into "AOV Name" parameter, will become a RenderVar in the LOP Net, which you will then have handle with a Render Product or Karma Render Products LOP
I'm using a similar setup in my automated Karma Texture Baker HDA, on which I've been working for some time. HOWEVER, I'm on a stage where I have not yet tested this setup with a tri-planar mapping yet, so let me know if this solution worked for you. I'm very interested in this. My optimistic guess is that there shouldn't be any problems with it.
EDITED because the forum still doesn't display webp images. Ugh.
Network View: Layout Nodes Left Alphabetically? April 29, 2025, 1:54 p.m.
I don't think so.
But for this particular case, where all nodes are disconnected, you can lay them out alphabetically with a tiny bit of Python:
But for this particular case, where all nodes are disconnected, you can lay them out alphabetically with a tiny bit of Python:
import hou selection = hou.selectedNodes() node_paths = [] for node in selection: node_paths.append(node.path()) node_paths = sorted(node_paths) for node_path in node_paths: # Either create your own layout rules here, using position(), # setPosition() and shiftPosition() methods of hou.Node class, # or use: hou.node(node_path).moveToGoodPosition()