There are a couple potential little snags with hooking up Poly Haven PBR textures with Karma in Houdini so this video goes over how to get it done correctly
Your displacement is stretching around hard/high curvature edges. If you create a second N attribute (name it Nn or Nb or something unique), blur that and then use THAT as your displacement direction, your textures will no longer stretch around edges.
As always, Houdini makes simple things hard and hard things simple 😄 Nice to know we have this kind of control! Don't even know if it's even possible in other DCCs.
Spot on matt! just a quick question, my test pig (other test geometries as well) loads up without any shader/texture inside the sopcreate node, any idea why its happening?
The shaders created in the normal sop context don't apply to the lop context with Karma by default. Thats why we have to add Material Library, and Assign Material nodes.
if anyone is having issues with getting their GPU to render in the viewport, go to perspective(?) ( next to camera button) > render settings > /Render/rendersettings, deselect viewport render. Had mine plugging away on CPU only. Open to suggestions if someone knows how to set viewport render default to XPU
Hi how would you change the color of the diffuse image for instance if you want to change hue or multiply it by another color value I find houdini very confusing with all nodes just looking for simple way like color ramp in bledner Also i confuse about roughness because why is button for roughness blue but output on image texture is green?
For roughness you have to set your image texture to "float". It's like "non-color" option in blender. The difference is that in Houdini they bombard you with the real terms and not the abstraction ones.
you can use a "Mtlx Range" between image and displacement node setting Outlow as -0.5 and Outhigh as 0.5
Brilliant video! short and doesn't overcomplicate anything. Thank you! :)
Thank you for the tutorial, simple and easy to understand.
thank you for talking about karma! I’ve had some of these issues before too and this helped me figure out why
Thank you! This was a very good tutorial!
Thänx a lot for this very useful tutorial!!! Helped a lot!
Thanks chief - that was brilliant
Great tutorial, I also liked the sporadic cat noises in the background
If all you're looking for is the node diagram here it is. Subbed for the straightforwardness, gonna watch the video anyway
really helpful brother, thanks a lot. love from bharat
nice video, thanks for your help
Thank you for sharing!
Keep on hustling💯💯
life saver!!!
Your displacement is stretching around hard/high curvature edges. If you create a second N attribute (name it Nn or Nb or something unique), blur that and then use THAT as your displacement direction, your textures will no longer stretch around edges.
That sounds handy. Could you elaborate on how/where exactly to put that? 🙏
As always, Houdini makes simple things hard and hard things simple 😄 Nice to know we have this kind of control! Don't even know if it's even possible in other DCCs.
❤❤💕💕
this was great, thanks so much.
is there a way in matX or principled to set how many subidivsions it does at render time?
Thanks for the tips! Can you please tell me how to connect up a triplanar node to avoid having to do UVs??
And for the Normal map I think you need to set the Signature to Vector3
And how to use the AO texture?
Spot on matt! just a quick question, my test pig (other test geometries as well) loads up without any shader/texture inside the sopcreate node, any idea why its happening?
The shaders created in the normal sop context don't apply to the lop context with Karma by default. Thats why we have to add Material Library, and Assign Material nodes.
if anyone is having issues with getting their GPU to render in the viewport, go to perspective(?) ( next to camera button) > render settings > /Render/rendersettings, deselect viewport render. Had mine plugging away on CPU only. Open to suggestions if someone knows how to set viewport render default to XPU
Hi how would you change the color of the diffuse image for instance if you want to change hue or multiply it by another color value I find houdini very confusing with all nodes just looking for simple way like color ramp in bledner
Also i confuse about roughness because why is button for roughness blue but output on image texture is green?
For roughness you have to set your image texture to "float". It's like "non-color" option in blender. The difference is that in Houdini they bombard you with the real terms and not the abstraction ones.
Does anyone know why my HDRI background doesn't show like in this video? All I get is the default viewport gradient background and grid.
can we use it with Unity engine?
I think there is not enough video-material on karma - can I study mantra before karma? How manrta is comparable to karma?
minute 13:32 its your cat? 😍
3D Hohol tutorial