Chris Rydalch

goldleaf

About Me

Member of R&D team at SideFX, working to improve Solaris and Karma workflows in Houdini. Spent the previous 10+ years in FX, crowds, animation, character fx, and pipeline departments for feature animation.
EXPERTISE
Technical Director
INDUSTRY
Film/TV

Connect

LOCATION
Kansas, United States

Houdini Skills

Availability

Not Specified

My Badges

SideFX Staff
Since Sep 2007

My Tutorials

obj-image Beginner
Creating USD Assets with Component Builder
obj-image Quick Tips
Keyframe Functions, Extrapolations, and Box Handles
obj-image Intermediate
IFD Workflow Basics
obj-image Beginner
Mantra Light Instancing Basics

My Talks

obj-image HIVE
Creating USD Assets with Component Builder
obj-image HIVE
Composing Materials With USD and Solaris

Recent Forum Posts

Glass Absorption Oct. 21, 2024, 3:24 p.m.

There was some documentation issues where Transmission Roughness was still marked as not supported (fixed in tomorrow's cut), but everything except Transmission Scatter and Transmission Scatter Anisotropy are supported by Karma in Houdini 20.5.

Karma XPU - MaterialX carpaint? Oct. 18, 2024, 2:08 p.m.



Hope this is helpful!

Set Subd in Component Geometry node Aug. 29, 2024, 11:19 a.m.

Yeah Component Builder is intentionally simple/broad. Usually what I've seen is people do when they need mixed subdivs/meshes, is to append an Edit Mesh LOP [www.sidefx.com] after Component Geometry, to mark their subdivs. In the Scene Graph Tree, if you RMB on meshes, you can select Edit Primitive with New Node, which will create a Mesh LOP in edit mode.

You could also set osd_schemeSOP Attribute to define which parts are subdivs. We'd like to make this easier in a future release, but see this doc here for more info about the prim attributes: https://www.sidefx.com/docs/houdini/solaris/sop_import.html#subd [www.sidefx.com]