Hello 1. If componentgeometry1/sopnet/geo is a tree, create groups for the leaves and trunks respectively. 2.componentgeometry1 - subset group selects the leaf trunk group. 3.materiallibrary1 creates the material of the leaves and trunks. 4. How to fill in the grammar in componentmaterial1 - primitives and material path?
The purpose of USD is easier transmission of data between applications. Solaris is just a layout tool. MtlX is supposed to provide a format that keeps the look of the shader the same no matter the application. Not everyone uses the same render engine and some are better for different situations so it's beneficial to have things setup for multiple if you use them for different scenarios
Great tutorial! I didn't use the grass, I used a free coffee cup from cgtrader and textured it with free damaged concrete from Megascans. I set up the Redshift for Solaris with your other tut as well. I'm wondering why in your setup and mine, Redshift seems to take forever to finish the render but Karma XPU is super fast?
I haven't messed with it but hypothetically it shouldn't be much different than before. Solaris is really just a different layout but everything works very similar
thanks for the tutorial , btw is megascan bridge app working for you in 19? I don't see the menu for bridge inside hoduini anymore, how did you export the model from bridge to Houdini? thanks
Not sure if it's working or not. I never liked using the bridge app. In this case I was using the source download location however you can set a custom export path inside bridge to export the files to whatever folder you like
Hello
1. If componentgeometry1/sopnet/geo is a tree, create groups for the leaves and trunks respectively.
2.componentgeometry1 - subset group selects the leaf trunk group.
3.materiallibrary1 creates the material of the leaves and trunks.
4. How to fill in the grammar in componentmaterial1 - primitives and material path?
Hi - I have the same question .
Great tut but I'm a bit confused. Isn't it the the idea of USD, Solaris, MtlX to only build one shader that works with all render engines?
The purpose of USD is easier transmission of data between applications. Solaris is just a layout tool. MtlX is supposed to provide a format that keeps the look of the shader the same no matter the application. Not everyone uses the same render engine and some are better for different situations so it's beneficial to have things setup for multiple if you use them for different scenarios
anyway to automate it on the entire megascans library? thats alot of work for one asset
Hypothetically you could but it is a part of Houdini I have not messed with. Once you have the setup made all you have to do is change the file paths.
Great tutorial! I didn't use the grass, I used a free coffee cup from cgtrader and textured it with free damaged concrete from Megascans. I set up the Redshift for Solaris with your other tut as well. I'm wondering why in your setup and mine, Redshift seems to take forever to finish the render but Karma XPU is super fast?
By default Redshift is setup to render a ton of progressive passes. Getting to the same level of noise as the completed Karma is pretty quick
by any chance do you know how to create custom aov for redshif in solaris?? example as a Ambien occlusion map?
I haven't messed with it but hypothetically it shouldn't be much different than before. Solaris is really just a different layout but everything works very similar
thanks for the tutorial , btw is megascan bridge app working for you in 19? I don't see the menu for bridge inside hoduini anymore, how did you export the model from bridge to Houdini? thanks
Not sure if it's working or not. I never liked using the bridge app. In this case I was using the source download location however you can set a custom export path inside bridge to export the files to whatever folder you like
@@InsideTheMindSpace Thanks , the nice thing about bridge that it exports your RS materials and scattering as well with the model in one click
thank you. are these usds same performant as rs proxies?
In terms of rendering I'm not sure. I haven't tested it but I would guess not as the proxies are specifically designed for redshift
I wish there was a slightly more automated way to do this
You can optimize different parts but yes I agree. Ideally you only need to do it once for your assets and then you can make a ton of scenes