Christian Paulsson
vopaholic
About Me
EXPERTISE
Generalist
Connect
LOCATION
Stockholm,
Sweden
WEBSITE
Houdini Skills
INTERMEDIATE
Procedural Modeling | Environments | Solaris | Karma | Lighting
BEGINNER
Digital Assets | PDG
Availability
I am available for Freelance Work
Recent Forum Posts
Disappointing Layout Editing Jan. 25, 2024, 3:48 a.m.
Until a full redesign of the Layout LOP eventually happens I’ll use a hacky workflow where I export usd created with the Component Builder to Blender. As long as the components have a usd preview shader the textures will show in Blender as well.
I then convert every asset to a collection (there’s a third party batch script for this), instance them and do the layout just by shift+d duplicating. Export the scene back to Houdini and then replace all prims with point instances pointing to the original components deriving the prototype name from names of the meshes.
Advantages to this is Blender is fab for just manipulating stuff with a fluent UI. And it’s pretty easy to update/replace the prototypes later in the project, which isn’t the case with the Layout LOP.
I then convert every asset to a collection (there’s a third party batch script for this), instance them and do the layout just by shift+d duplicating. Export the scene back to Houdini and then replace all prims with point instances pointing to the original components deriving the prototype name from names of the meshes.
Advantages to this is Blender is fab for just manipulating stuff with a fluent UI. And it’s pretty easy to update/replace the prototypes later in the project, which isn’t the case with the Layout LOP.
Karma material builder and Edit Material network LOP Jan. 24, 2024, 12:01 p.m.
Hi!
EDIT: seems to have been a glitch/bug, I created a new Material Library from scratch and it now loads downstream with Edit Material LOP just fine.
So now the Material Library has changed in Houdini 20. Instead of the full assortment of nodes available with tab directly when diving in there’s only Karma Material Builder etc.
I can’t change the network downstream with Edit Material Network LOP now. It seems this node can’t access the network inside the Material Builder?
I can of course go inside the material builder to build the network somewhat as before by cutting out the network out of the subnet and place it directly under the Material Library LOP level but then Component builder doesn’t see this material as in Houdini 19 (no material flag perhaps?)
So I then got the idea to make the inputs "public" by promoting parameters (next, next1) on the subnetwork but as soon as I do that the shader doesn’t render.
What is the current correct workflow for creating materials whose network I perhaps what to change down the line?
EDIT: seems to have been a glitch/bug, I created a new Material Library from scratch and it now loads downstream with Edit Material LOP just fine.
So now the Material Library has changed in Houdini 20. Instead of the full assortment of nodes available with tab directly when diving in there’s only Karma Material Builder etc.
I can’t change the network downstream with Edit Material Network LOP now. It seems this node can’t access the network inside the Material Builder?
I can of course go inside the material builder to build the network somewhat as before by cutting out the network out of the subnet and place it directly under the Material Library LOP level but then Component builder doesn’t see this material as in Houdini 19 (no material flag perhaps?)
So I then got the idea to make the inputs "public" by promoting parameters (next, next1) on the subnetwork but as soon as I do that the shader doesn’t render.
What is the current correct workflow for creating materials whose network I perhaps what to change down the line?
How to change usd paths downstream? Dec. 1, 2023, 11:03 a.m.
Ok, good to know will check out that TOP node then. Or resort to write out a usda and find and replace in text editor.
Thank you
Chris
Thank you
Chris