Thank you bro ! Really like you’re approach ! I now karma xpu is in alpha and just released, but do you think it will replace redshift/octane in our houdini routine ? (By the way, you have a new follower ;) )
Thank you. In its current state maybe for certain situations. Long term if xpu is fast enough also maybe. For very large scenes with lots of high resolution textures xpu is going to be insanely good because it handles it all like a champ. With vram being a limiting factor I could definitely see xpu being useful. But I wouldn't count Redshift out fully. You will see why I say that in some upcoming videos. Very exciting stuff with this new update
I don't understand why the displacement doesn't work on my side with the same nodes as you are, using either the "Mtlx surface material node" or the "collect node" does not enable displacement in either Karma XPU or CPU. There is something I don't understand I guess.
Well, in this video i havent see the number of polygon set on the grid. How can we increase the number of subdivision (like maya) in the karma render ?
Thats a great question. In the video I was using the geometry at a high resolution for displacement but you can use a subdivision scheme to do this apparently. I haven't done this myself to test but apparently and edit properties lop will do that by setting the subdivision scheme to catmullclark. Alternatively a mesh edit lop supposedly works as well by doing the same thing just set your objects path
@@InsideTheMindSpace The subdivision sheme : catmull clark dont subdivide the geometry. He just smooth it ( ike the 3 keyboard touch of the pavnum) but we haven't the controle of the subdivision number
I would have to look into it. I dont have the answer at the moment as I am not currently at my workstation. I will try to look into it when I have time and get back to you
@@lucasceccherini9572 I have figured out how to control the subdivision level. I made a video that will go live in about 11 hours or 11 AM CST so that other people with the same question can get the solution as well. Thank you for bringing this up
Its really not as hard as everyone says to learn. I would say give it a shot. Take it one step at a time and there's a free fully featured version to do so. Feel free to join my discord from the link in the description as well and you can ask questions there as you run into them.
HI! Would be great if you could provide the "previous setup" that you mention at the beginning of your tutorial. I was looking for it, but no link. Can you provide it please. I cant seem to find it your videos sections
I might have removed it or something. Either way in H20 there are better ways of setting up a material than what you see pictured in this video. There is a new node called the pbr texture set that provides inputs for most of the typical maps you would use. Then you can plug a texture coordinates node into that and you should be set. If you are still on an older version of Houdini then use image texture nodes with a texture coordinate node plugged into each image texture. I'm also using Karma more in H20 so you should see more setups that are available on patreon and rendered in Karma if you are looking to see how materials are setup. There are already some on there.
@InsideTheMindSpace Thanks yes I've taken notice already. I have it working now. It's probably time users only stick with H2O tutorials with regards to materialX. A basic tutorial running through a final of all of the functions for simple basics would be most appropriate to come out. I have 19.5, and even then the older tutorials don't work out as well in 19.5. Thank you for the quick response
I just had a problem like this, exactly what I needed
Glad it helped you out!
Thanks for the vidoe it would be great to see some materialX videos for houdini also
I can probably do that
Thank you bro ! Really like you’re approach !
I now karma xpu is in alpha and just released, but do you think it will replace redshift/octane in our houdini routine ?
(By the way, you have a new follower ;) )
Thank you. In its current state maybe for certain situations. Long term if xpu is fast enough also maybe. For very large scenes with lots of high resolution textures xpu is going to be insanely good because it handles it all like a champ. With vram being a limiting factor I could definitely see xpu being useful. But I wouldn't count Redshift out fully. You will see why I say that in some upcoming videos. Very exciting stuff with this new update
I think I need a more step by step breakdown
I don't understand why the displacement doesn't work on my side with the same nodes as you are, using either the "Mtlx surface material node" or the "collect node" does not enable displacement in either Karma XPU or CPU. There is something I don't understand I guess.
There has to be something you have missed but it's hard to say without seeing your project
Well, in this video i havent see the number of polygon set on the grid.
How can we increase the number of subdivision (like maya) in the karma render ?
Thats a great question. In the video I was using the geometry at a high resolution for displacement but you can use a subdivision scheme to do this apparently. I haven't done this myself to test but apparently and edit properties lop will do that by setting the subdivision scheme to catmullclark. Alternatively a mesh edit lop supposedly works as well by doing the same thing just set your objects path
@@InsideTheMindSpace The subdivision sheme : catmull clark dont subdivide the geometry. He just smooth it ( ike the 3 keyboard touch of the pavnum) but we haven't the controle of the subdivision number
I would have to look into it. I dont have the answer at the moment as I am not currently at my workstation. I will try to look into it when I have time and get back to you
@@InsideTheMindSpace Nice !
@@lucasceccherini9572 I have figured out how to control the subdivision level. I made a video that will go live in about 11 hours or 11 AM CST so that other people with the same question can get the solution as well. Thank you for bringing this up
anyone figured out how to adjust/scale MtlX noises?
Translate and scale the input coordinates. Could be a better interface though
@@brandonslade3390 Thx! what tripped me up was that the normal UV node doesn't work but that it has to me a MtlX TexCoord node
Can you please what is x materials?
I wish I knew how to use Houdini
Its really not as hard as everyone says to learn. I would say give it a shot. Take it one step at a time and there's a free fully featured version to do so. Feel free to join my discord from the link in the description as well and you can ask questions there as you run into them.
HI! Would be great if you could provide the "previous setup" that you mention at the beginning of your tutorial. I was looking for it, but no link. Can you provide it please. I cant seem to find it your videos sections
I might have removed it or something. Either way in H20 there are better ways of setting up a material than what you see pictured in this video. There is a new node called the pbr texture set that provides inputs for most of the typical maps you would use. Then you can plug a texture coordinates node into that and you should be set. If you are still on an older version of Houdini then use image texture nodes with a texture coordinate node plugged into each image texture. I'm also using Karma more in H20 so you should see more setups that are available on patreon and rendered in Karma if you are looking to see how materials are setup. There are already some on there.
@InsideTheMindSpace Thanks yes I've taken notice already. I have it working now. It's probably time users only stick with H2O tutorials with regards to materialX.
A basic tutorial running through a final of all of the functions for simple basics would be most appropriate to come out. I have 19.5, and even then the older tutorials don't work out as well in 19.5.
Thank you for the quick response
The older tutorials should still work. But yes there are some newer quality of life things in H20 that are veye nice