Hi there ! Tuto's great, unfortunately it stop working once i set up my name and mats strings and try using the mats one in the usd_addrelationshiptarget. Not sure where did I do wrong since it all worked out until this, I could see the texture I applied appear on the desired mesh. I noticed my meshes are stocked under two more sublayer in my spreadshee than yout, the first extra one named "Subdivision_Surface" and the second extra just named after the car model the fbx is, while yours appear to be strictly under your "CHAR" context. May it have something to do with me struggling ?
I am very grateful for your course! It is very well structured, and most importantly, you explain why everything is necessary. This is the first Houdini course that I watched to the end with interest.
great tutorial! I have a question. can textures made in cops be used with mantra? I am using the apprentice version and tried to link the texture paths through a principled shader, look fine in the viewport but when rendering thers no textures? any ideas?
@@voxyde Yeah its working in the viewport just not through mantra... need to start saving for that licence. Thanks again i have learned alot from your videos
great turorial thanks for sharing! the only thing I would suggest is to not generate the normal from the height map (because why have this detail twice..) but build an other normal map that has very fine detail that cant be picked up by any geometry displacement. ✌ Also you dont want the ambient occlusion baked in the color. Normally AO should only be visible when the object is not hit by direct light. I dont know if the standard Shader in Matx supports that though.
thank you for this great tutorial , why when i add usd rop node after the network and export the model as USD and try to import it again as USD it comes without material ? any solution for this
Theres a few settings need to be added on the ROP to save the textures as well, as relative paths, I'll eventually cover this in an Intro to Solaris course but until then check out the docs here www.sidefx.com/docs/houdini/solaris/output.html
So typically people create nodes in the Cop Network before the preview material and then drag and drop those nodes into the file path of an Image node in the material preceded by 'op:' It works but I'm hoping they tweak it going forward.
Thanks for the tutorial & introduction to "Copernicus". COPs is great. One Problem I'm having is I do not have Karma Hex-Tiled Texture available as a node. When I search it's missing the two Karma Hex nodes shown at 39:38. Anyone have idea why?
@@voxyde Thank you, that was indeed the problem! I use Houdini & COPs quite a bit to generate textures, but never got into rendering - but now I see how nice & easy it is for previewing & showcasing textures, I will be using it!
Haven't been able to run 20.5 on my computer so far, but really interested in COPs. Since I can't go in an verify this for myself, it looks like the height displacement actually modifies the grid's mesh? If so, then are there cases where you might not want to use a height map at all, whereas you pretty much always use the other maps (UV, normal, etc.)? Sorry, I don't have much texturing knowledge at all!
Yes some materials that are more 'flat' maybe like a stone tiled wall, might get away without displacement. But generally displacement is required especially if you get close to the certain object
It's a really nice video ! And I love the fact that you explain the process for each part of the shot. Using karma looks super smooth however do you think Redshift is still a better option that Karma XPU, because some of your courses requires Redshift, just curious how the difference is between those two engines Thanks for this tutorial !
I do believe Karma XPU in the context of Solaris is better. The reason most of my courses are using Redshift is because Solaris & Karma XPU just recently got good enough for production ( since houdini 19.5 - 20.0 ) Redshift is still super good, but Karma is slowly catching up to all the features and its just more comfortable to work with a built in render engine, rather than a 3rd party one
Great video. I did this with redshift awhile back to create materials for kitbash kits but didn't take it so far as to have the matierals automatically assign. Really useful info and a great setup to make a recipe from so you only need to drop something down once and everything is setup.
I tried to but couldn't get it to work properly. There's also some expressions you can use inside a material assign node, but in the end I only got it working with a wrangle. Which is fine anyway cause getting used to working with the wrangle in Solaris allows you to do a lot of other things as well
Thanks man! your tutorials are great. Downloaded 20.5 for MPM solver, very disapointed it is so slow (but so slow!) with an RTX3080 I expected a better speed. I dont like the new tab menu, less unreadable, since with the subfolders new items open in top of other items on the second column, I hope they iron this things.
Hmm, haven`t tried the new MPM solver yet. I've seen a lot of people have this same problem though, that it's super slow. We'll have to see how SideFX adresses this in future versions
Great Video, Thanks! Do you know how to assign materials procedurally to array object (Copy and Transform). For example if i have book with 50 pages, and i want to assign a different image to each page in Solaris, how would i do that?
I think you can assign an attribute for each page at the sop level (i.e "id") that's unique for each page, then use a USD primvar node in the material X builder to bring in this ID attribute, and use it to choose between the textures.
@@voxyde I tried it on SOP level using Bind node too. And used your method previously too. All logic indicates this should work. I even created a filepath attribute for it to fetch it directly. But kept getting a blank output on Bind node and USD primvar node. It really does not make sense at all. It should at least repeat the same texture for all pages if logic was flawed.
Thank you very much, this is very helpful especially when you have a model that contains hundreds of pieces with tones of shaders and textures to be assigned to it
Awesome video brother! It's so sad that people got so used to the softwares doing everything for them..They miss the most amazing part of 3D...that is creating things yourself and knowing how they work. Anyway, keep it up bro.
For all of you struggling There are many ways of doing things in Houdini . Hard and the easy way. Usually the hard way will save on time consuming repetitive tasks that you may need to do over and over again. Your in good hands on this channel so maybe show some gratitude towards the free tutorial provided 😊
You can definitely do this manually, and it's just drag and drop. Here he's just showing the power of houdini and how you can automate tasks . Another approach would be python. A lot of good tips in this one.
there is a assign material node or material builder geo assign which can be used manually, this method Voxyde used is do it procedurally (for many pieces)
I find the Material Linker to be quite useful. I think it's the best thing for non Houdini users coming into this package. But this Auto assign demo is great!
Yea other dcc's are faster and have more built in solutions. In typical Houdini fashion in Solaris you have to build the solutions yourself. Solaris is pretty good though after you get used to it
You really only have to do this one time though now inside Houdini. You can use the new recipe system to place both the material library with a pre-setup material builder and the wrangle with code in it all at once. Then all you need to do is copy that builder however many times and auto fill materials and you're done for your entire mesh.