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.
Hey Mat. Great tut, and a big help for me along my journey. My biggest issues in displacement, in Houdini so far, is distortion of mats along edges, as exhibited at the base of Pig, and around his snout. I've tried applying a crease, along those kinds of intersecting edges, but I have not been having luck there. Any tut's or suggestions, in your world? Thank a million for such invaluable help. B
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.
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.
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
you can use a "Mtlx Range" between image and displacement node setting Outlow as -0.5 and Outhigh as 0.5
Thank you for the tutorial, simple and easy to understand.
really helpful brother, thanks a lot. love from bharat
If all you're looking for is the node diagram here it is. Subbed for the straightforwardness, gonna watch the video anyway
this is what I need bro! thank you
Great tutorial, I also liked the sporadic cat noises in the background
Brilliant video! short and doesn't overcomplicate anything. Thank you! :)
thank you for talking about karma! I’ve had some of these issues before too and this helped me figure out why
Thanks for the tips! Can you please tell me how to connect up a triplanar node to avoid having to do UVs??
Thänx a lot for this very useful tutorial!!! Helped a lot!
nice video, thanks for your help
Thanks chief - that was brilliant
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.
Hey Mat. Great tut, and a big help for me along my journey. My biggest issues in displacement, in Houdini so far, is distortion of mats along edges, as exhibited at the base of Pig, and around his snout. I've tried applying a crease, along those kinds of intersecting edges, but I have not been having luck there. Any tut's or suggestions, in your world? Thank a million for such invaluable help.
B
You might try blurring your normals, or at least the normal attribute used by the shader
Thank you! This was a very good tutorial!
And for the Normal map I think you need to set the Signature to Vector3
Keep on hustling💯💯
Thank you for sharing!
You can use y to cut then j to draw new wires
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.
this was great, thanks so much.
is there a way in matX or principled to set how many subidivsions it does at render time?
And how to use the AO texture?
can we use it with Unity engine?
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.
I think there is not enough video-material on karma - can I study mantra before karma? How manrta is comparable to karma?
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.
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
minute 13:32 its your cat? 😍
life saver!!!
❤❤💕💕
3D Hohol tutorial