Automate Texture-loading (KMS & MaterialX)

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • Rich Fry (aka Hypershader) will show you to use primvars to automate texture loading using Karma Material Subnet and MaterialX. He will demonstrate this with an asset downloaded from polyhaven.com. This asset is CC0 license and public domain, and as such for your convenience, it has been converted to necessary USD files which will load into your Houdini session with all correct texture assignment.
    Download USD asset here: sidefx.com/tutorials/automate-texture-loading-kms-materialx
    NOTE:
    This method of texture loading is suitable for 19.5 version, SideFX aims to develop a simpler method to handle this task in a future version of Houdini. In the future, this tutorial will be updated to reflect that change.

ความคิดเห็น • 25

  • @sumiderodemierda6624
    @sumiderodemierda6624 2 ปีที่แล้ว +18

    what a mess

    • @Alexs_Music_Comps
      @Alexs_Music_Comps 2 ปีที่แล้ว +2

      Its the future. And there is no way around anymore when it comes to usd. All future workflows are on usd. Even smart devices using usda files today. All current highend filmstudios using usd. Its not a mess its just a new workflow :-)

    • @roybatty2268
      @roybatty2268 2 ปีที่แล้ว +4

      @@Alexs_Music_Comps it is still a mess. There are still UI improvements that can be made to make the process faster and less aggravating.

    • @Alexs_Music_Comps
      @Alexs_Music_Comps 2 ปีที่แล้ว +1

      @@roybatty2268 of course you can always improve any workflow. I can say for myself. Till Houdini 19 the workflow was quite bad and buggy. This has drasticly changed with 19. You can use it in production and in fact once you got familiar with it you will never want to go back to obj space. Of course my experience is only based on RenderMan. So i dont use multimaterial approaches

    • @roybatty2268
      @roybatty2268 2 ปีที่แล้ว +2

      @@Alexs_Music_Comps Oh dont get me wrong, it is drastically improving and I as well am moving away from obj where appropriate. Just it is still not intuitive. Today I was refreshing my memory on CGwiki and the docs for Solaris / MTX / Karma / USD etc and about to get back to it right now, because it is where I need to be. Doesn't make it any less of a pain point because it is the way things are going.
      Best wishes, Alexander

    • @Alexs_Music_Comps
      @Alexs_Music_Comps 2 ปีที่แล้ว +1

      @@roybatty2268 hopefully soon Sidefx and Pixar's RenderMan will release the large Solaris Workshop that i made with over 20 Gigabytes of data. There are a lot of handy tricks inside to make the life working with it a little easier. Yes alot of things could be improved. Such as autorenaming of corresponding prim var variables across all nodes inside of a lop network. Its a pitty sometimes to rename path variables manually node by node

  • @BGMatthews
    @BGMatthews 2 ปีที่แล้ว +5

    I am still struggling to see how this workflow helps or how it could be useful for a games artist. My pipeline is photogrammetry software > zbrush > back to photogrammetry software for texturing > substance for PBR > Unreal for shading and renders. Houdini is then used for LODs. How would materialX/solaris improve my workflow?

  • @keithkirby7376
    @keithkirby7376 2 ปีที่แล้ว +2

    thanks man ive been looking for timesavers here forever with material X. moving all the kitbash 3d sets to usd/mtlx is such an undertaking. do you have an idea how to use an attribute in the component material node in the component builder
    to assign all of the materials at one time? based on the shop materialpath already on the model?

  • @truongtrongsang666
    @truongtrongsang666 2 ปีที่แล้ว

    Thanks Mike!

  • @juancarlosgzrz
    @juancarlosgzrz 2 ปีที่แล้ว +4

    What are you talking about? just hit open file and that's it

  • @pizola3285
    @pizola3285 2 ปีที่แล้ว +2

    I get the idea. The execution is not very nice.

  • @arleyx7090
    @arleyx7090 2 ปีที่แล้ว +1

    Is MaterialX sort of shader for displaying material in karma?

    • @mayursurkutla2362
      @mayursurkutla2362 2 ปีที่แล้ว +2

      The concept of materialX is to create a global shading network. Shaders which can be recognised by other 3D software packages as well.
      That's why they're not making it vex based.

    • @iluvyunie
      @iluvyunie 2 ปีที่แล้ว

      @@mayursurkutla2362 isn't mtlx in OSL? I think I saw that somewhere

    • @mayursurkutla2362
      @mayursurkutla2362 2 ปีที่แล้ว +1

      @@iluvyunie More of a continuation I would say. OSL was developed by sony, whereas mtlX is ILM's project

    • @iluvyunie
      @iluvyunie 2 ปีที่แล้ว

      @@mayursurkutla2362 ahh I see, thanks

    • @TheMichaelBJohnson
      @TheMichaelBJohnson 2 ปีที่แล้ว +1

      @@iluvyunie No, MaterialX generates shader code. OSL is one of the formats it can generate.

  • @zedeon6299
    @zedeon6299 7 หลายเดือนก่อน +1

    Holy shit that's a lot of step just for loading texture, blender can automatically load texture with 3 button

  • @matttillman9110
    @matttillman9110 ปีที่แล้ว +6

    Just a heads up, this doesn't work with KarmaXPU (in 19.5 at least), only Karma CPU.
    This is because the USDUVTexture node is a VOP, which isn't supported for XPU.
    Thanks for the video btw! I was exactly what I'd been looking for.

  • @animadorazo
    @animadorazo ปีที่แล้ว

    faa buenisimo esto esta superfacil y util

  • @grproteus
    @grproteus 2 ปีที่แล้ว +1

    T a l k s l o w l y

    • @roybatty2268
      @roybatty2268 2 ปีที่แล้ว +2

      TH-cam allows you to slow the video