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Found 5 results

  1. Houdini FFX Collection Get it here: Gumroad: https://davidtorno.gumroad.com/l/ffxcollection FFX Collection is a collection of scene builds and techniques for the intermediate users of Houdini. Those looking for quick setups, wanting to get more familiar with VEX use cases, and wanting to get started in Karma and Material X. This collection of “presets” as it were showcases a variety of topics within Houdini. Builds include FLIP, RBD, Vellum, POP, Pyro Solver, SOPs, LOPs, TOPs, Karma, and Material X. All renders use 100% fully procedurally generated textures created with Material X noises. The only exceptions are the test geometry textures which are directly read from their HDA embeded jpg textures. The HDA is a simple drop down list of all fifty builds, of which you choose the one you want and click “Build It” to have the tool generate the entire build for you. By default there is Network box organization to help understand the flow and processes that are occuring. Additionally there are annotated tips, and helpful explainer sticky notes to help inform an techniques used. These annotations are also optional and can be turned off before building the network. For those wanting to dive straight into everything there is to offer, there is a “Build All” button to create all 50 builds. This option will have each build turned off by default, so as to not overload your machine with too many items trying to cook. All builds involve various techniques and useful information. Each “category” is defined by the primary method used for the solution used. Be that by SOP nodes directly, VEX code, VOPs network, or even by simulation type like Vellum, Flip, RBD, or Pyro. Vellum does have a few builds under the VEX category as well. Builds include: FLIP Attraction To Curve Shape FLIP Fill Solid Object FLIP Melt Object FLIP Object Surface Advoidance ForEach Incriment Point Count Per Curve ForEach Poly Reduce Pieces By Volume Attrib ForEach Stacking Random Cubes PyroSolver Geometry Ripples PyroSolver Pyro Color Change Over Time PyroSolver Pyro Color From Texture RBD Activate Pieces RBD Apply Proxy Sim To HiRes Source RBD Attraction To Curve Shape RBD SOP Emit Every X Frames RBD V W Constrained Axis SOPs 8Bit SOPs Cull Random Curve Segments SOPs Dissolve Curve SOPs Dissolve Geo SOPs Echo Curve SOPs Post Shrink RBD Pieces Over Time SOPs Stone Path Vellum Animate Restscale Via Attrib Vellum Basic Fluid Cloth Two Way Coupling Vellum Cloth Flows Along Curve Vellum Define Cloth Ripping Vellum Flag In Wind Vellum Inject Geo Over Time Vellum Paper Whirlwind Vellum Spheres Expanding In Box VEX Blend Mask VEX Cull Back Faces VEX Custom Guides For Vellum Hairs VEX Falloff Radius Around Curve VEX Geo Look At Target VEX Geometry Ripples VEX Guided Infection VEX Per Poly Transform Via Particle Proximity VEX Per Prim Rotation Around Edge VEX Repeat Ramp Values VEX Ring Waves With Falloff VEX Rotating Grid Tiles VEX Sin Cos VEX Sliding Points Along Curve VEX Vellum Dangling Cables VEX Vellum Sim Forces From SOPs VEX Vellum Source Emission Instancing VEX Voronoi Fracture Animated VOP Blend Mask VOP Orientation Along Curve
  2. Hi everyone, Just curious if anyone knows how to create an iridescent reflective material with MaterialX in H19 for Karma? Similar to this ref below https://www.shutterstock.com/video/clip-1022450809-reflection-iridescent-luminous-background-hologram-holographic-pattern Would love to see an example in a hip file. Thanks in advance! Stephen
  3. I'm trying to create a deck of cards in USD, Assuming the correct method would be to create a single card and it have 52 variants of texture maps. I can get this in SOPS, and using a Principled Shader, but not with MaterialX So far I can almost get to what I want to do, what I don’t understand is how to change the texture path for MaterialX variants https://www.sidefx.com/docs/houdini/nodes/lop/materialvariation.html If I set up a variant for a basic Principled Shader it works ok as it just changes the texture map path and replaces the basecolor_texture so I get the next card face in sequence The Material Variation node looks like this (it updates the texture on the back of the card too but that's another issue) but MaterialX it doesn't work, I guess because it's another node connecting to that input, how do I reference this? If I hover over the MtlX Standard Surface it gives me base_colorr, base_colorg, base_colorb, hovering over the image node gives me 'file' Thanks for any help, I'm assuming this is some basic part of the way Houdini references the nodes that I don't understand.
  4. Thanks to help from hoomans on the SideFX houdini forum, I have exported a textured model from Maya 2022 to USD, then imported into Houdini 19 as a LOP network. Unfortunately, the materials have come across with only the base color texture maps as a constant shader. I have to replace these basic shaders with MaterialX shaders, with separate texture maps linked to base color, metalness, specular_roughness, and normal. The attached image shows a MaterialX that I manually rebuilt and applied to to the screen-left spherical tank. Is there a procedural way to search and replace all the basic shaders with MaterialX shaders, and re-wire all the texture maps? Thanks
  5. How do I use MaterialX - Worleynoise3D in Karma? Not supported? I can't find any information anywhere. Other mxlx 2d 3d noise works fine. mtlxUsdPrimvarReader(vec3 rest) --> mtlxworleynoise3d(position) --> mtlxstandard_surface(basecolor) ==> Black mtlxUsdPrimvarReader(vec2 st) --> mtlxworleynoise2d(position) --> mtlxstandard_surface(basecolor) ==> Black
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