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Showing results for tags 'stage'.
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[Tutorial] Intro: Hello Folks, I came up with a new workaround to work seamlessly between SOPs and LOPs, the idea about; why we can't consider the USD file as a container of data such as standard bgeo.sc? Let's replace it! So, this idea allows me to write caches on the desk once, instead of writing bgeo.sc and usdc configured layer. This HDA allows you to write one USD file or sequences of USD files and stitch them together. You can write normal geometry, volumes, vdb, particle simulation, polylines, and much more! Installation Guide: Place this HDA in your Houdini Preference Folder `"C:\Users\{USER}\Documents\houdiniXX.X\otls"` Requirements: Houdini 19+ Downloads: https://aymanabolila.gumroad.com/l/USDCacheSOP
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Hi admins, why not putting a Solaris section? There're so much questions about this new module.. Thank you.
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This might be a super basic question, but for the life of me I cannot get an editmaterial node to work with Karma nodes (for redshift it works): Redshift: In a materiallibrary I create a rsMaterialBuilder and inside I create my node network, flowing into a redshift_usd_material node at the end. Then when I create an editmaterial node and load this material I get the complete tree of nodes to modify. With Karma this seems different. First I don't need to create a materialbuilder, I can create a principled shader for example right there (though I have also tried with a materialbuilder). I create my network with for example a texture (and I have tried with and without a collect node at the end) and after want to modify this in an editmaterial node. But if I do that the network inside is always broken and none of the additional nodes (texture) is there (see picture)? Has this ever happened to you? What am I doing wrong?
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Wondering if there's a simple way to capture a buffer of the current rendered state of the Solaris Stage viewport. Given that the Hydra render delegate is specifically designed to be able to easily "bolt on" different renderers, I imagine it's exposed somewhere, but given that I'm new to both USD and the Houdini HDK I was hoping that someone would be able to point me in the right direction. In Maya I'd call, target = targetManager->acquireRenderTargetFromScreen(MString("viewport")); Is there an equivalent in Houdini, and more specifically the Solaris render viewport? Thanks.