Bro, for AutoFocus..... Select Camera, then SHIFT + F ... Then... SHIFT + Left mouse button over GEOMETRY. .. is so handy.. awesome tutorial by the way. THANKS
Tyler this 3 Hour masterpiece will go long ways! Can't thank you enough for taking your time and creating this plain and simple guide for absolutely free🙏
Best 3 hours made for Houdini beginners, it packed almost every thing a new user will need without going too deep into too much annoying and scary details. Thanks for this amazing work.
FINALLY. I’ve been waiting for this for a long time. Finally someone who can explain Houdini in a simple way that isn’t overly technical and speaks clear English. Please do more of these.
Great thanks. I will also add. I like how you broke the project down from beginning to end. Many tutorials just show the technical but don’t show how to get the pretty render after. The pretty render is what keeps me interested. At the end of the day we are in the business of creating nice images. Please keep showing your shading/render process. It’s so important. 😊
Was using After Effects and Blender for a long time and could do pretty much everything I needed. Now I’ve gotten deep into Nuke and fell in love with nodes. It feels so much less cumbersome. Excited to move to a full node workflow for everything
Thank you for this absolute masterpiece tutorial. I was able to follow along having never used Houdini before and get a crisp, cool, naturally lighted image out of it by the end.
Hi, Took my time go through this class slowly and will do my final render tonight. This is such a fantastic class and I'll go with the Houdini For The New Artist II. I learned a lot of tricks and made me feel more comfortable with Houdini, which is pretty easy if you have Tyler as your teacher. Cheers!
pffff dont know how and when, but somehow this video did not only introduce me well into houdini but also made me understand davinci resolve more than ever before, u r amazing!
Hi Tyler, I am writing to express my deep gratitude for your support as I embark on my journey to create a short film using CG and 3D modeling tools. Your detailed and beginner-friendly tutorials on CGFORGE arrived at a crucial time in my learning process, and have been invaluable in my understanding of such complex tools. Your continued contribution to the series is greatly appreciated, and I wish for your ongoing health and happiness. Thank you for your immense influence and for the opportunities you've opened up for me:D
This is an incredible tutorial for someone very familiar with Maya and CG, but not Houdini. I learned a TON. Thank you! For others, my render times at the end were 6 minutes per frame for a total of 30 hours and 41 minutes on an Apple MBP M1 Max with 64Gb ram with Houdini 20.0.506.
This was excellent. Finally attempting to make the shift from the easy to use Cinema 4D to Houdini. This really demistifies Houdini more than any other tutorial I have seen. Thank you.
It certainly did! About 2-3 months of work to be exact. There was a lot of experiments, forum posts with SideFX, and trial-error behind the scenes that goes into it as well. My hope is that this video will be good for the next few years. Thanks for watching
I really appreciate this course. Most Houdini Content is focussed more on the simulation stuff and there's not that much about rendering out there. However this kinda shows me that Houdini isn't the best option for every situation. A simple render like this is like 300% easier to set up in C4D or Blender and will render in like 2-3 hours on a regular GPU. I will most likely focus more on procedural stuff in Houdini and then export and render in other applications whenever possible.
Thank you so so so much for this video! Really appreciate the work you put in and a very clear demonstration. ✨ One question I have is when I applied HDRI texture onto my Fill light, the enviornment doesn't change and remains black. Any guidance on this would be appreciated! @1:10:49 Note: Display Enviornment Lights as Backgrounds is checked on.
Hey @dancingbetweenus , have you tried changing the viewport lighting options? You should see a variety of small light bulb icons to the right of your viewport.
Thank you so much for this video, it was really helpful and interesting. I learned a lot of new things about the software Houdini, which is one of my goals for the new year. I'm a 3D artist and I use other software like Maya, but Houdini fascinates me a lot for its capabilities. I really appreciated your step-by-step explanation, clear and detailed. You made me understand the basics of Houdini in a simple and fun way. Congratulations on your work and skills. I hope to see more videos from you on this topic, because there isn't much material available in Italian. , keep up the good work!
Hi when I click on disable light at 33:40.. the model turns white as oppose to showing colors? did anyone else face this issue i m using Houdini Apprentice
great tutorial. In the end with dasvinci, you apply the FX after the ocio filter so its mean you work in 8 bits sRGB instead of full raw exo color space. Would not move the ocio in the end of stack filter ?
From my understanding, it doesn't change the color primaries into 8-bit sRGB. Instead, it's just modifying the 32 bit pixel values so that it show us the viewport transformation. If that's the case, then it doesn't matter if you do the color correction/fx work after the viewport transform because all the data is still 32 bit.
Hi Tyler, thank you so much for lovely working tutorial At 1:16:19 I could not find that option called spread in light. May be because i am using 19.5 and you are on 20, Is there any way spreading gobos in Houdini 19.5?
Thank you for this amazing lecture! I'm so happy to discover your channel. You are really really really good.!!! You should have your own course in Rebelway or teach them how to teach.
Thanks for watching! I can't attest to how Rebelway teaches, but I built a whole website with 100+ hours of my stuff at cgforge.com if you're interested :) Good luck with everything.
In other renderers, like Redshift for example, you need to tell what color space the image texture is (Raw for displacements, normals spec, SRGB for diffuse color jpegs) in Karma you need to do it as well, or it detects automatically the color space of the image? Thanks
You'll want to take a look at the first setting on the Mtlx Image node. It's a drop-down that features "Color" for any of your signals that affect color and "Vector" for any raw signals that shouldn't feature any color transformations. I'm pretty sure all the conversions are done properly with the "Color" mode, but I would need to do some testing to know for sure. 32 bit images might also get a bit more complex, so I plan on taking a look at that once I update the color management course soon 👍
Just exr files for textures worked for me in Karma just out of the box. SO it was always right. (ACES in my case). But sure any tutorials or more things anout that shpuld be nice. But EXR knows what to do :) Hope it works also in H20 :) FOr HDRI I am using some hda converter in Houidni to put HDRI files to ACES. But everyone do different things and everyone has qwn workflow:)
When you say that "you don't see the colors in the viewer" are you talking about the blue background in the viewport? Or are you talking about the textures on the chameleon?
Okay, try assigning a brand new shader and material to your object then. I believe we cover that later on in the video after we get done lighting everything.
BTW, how do you see Karma now? like is good enough to do most of the stuff you do on Arnold, or still has rough edges that gets things complicated when talking production?
Right now I'm still in the process of testing it out, and so far, there have been many improvements. However, for the average, individual artist, I still think Redshift is far better from the standpoint of usability and mostly due to the fact that you don't need to deal with the headache of USD. Let me give you an example... Right now if you try rendering 100,000 particles with properly curved motion blur, Karma will freeze. That's because it requires sub-stepped USD information. You need to cache out sub-stepped versions of your USD scene. There are about 3-4 nodes which try doing the same sort of thing, and it's a bit of learning curve to figure out which one you want to use and how to use it. Plus, caching out an entire usd scene like that can get heavy. Once you do cache it out, Karma just freezes, and I still can't get around it. It now also introduces lots of complications when it comes to the cooking of your network. Want to make a shader change? It's going to re-cook... all the subframes... and your whole scene freezes up. It sounds like there is a way to create curved motion blur based on quaternion information, but I have yet to find that section in the documentation. And, don't forget to re-cache out those substepped usd files because you just made a change. Also, don't forget that the preview render isn't actually going to show you the information that goes to Karma at render time. And be careful where you send a render off from because the color management might be inconsistent by default. etc. etc etc... So, it's stuff like that which feels like a couple steps backwards rather than forwards in terms of simplicity and speed. USD is supposed to be there to solve problems, but I find that it also introduces many, many additional problems along the way that make it questionably worth it. And the bottom line is that a new or existing artist doesn't want to deal with these technical headaches all the time. They want to be thinking about light, color, texture, composition, etc. rather than getting stuck in the mire of lots of little technical complications and weird systems that Pixar came up with. So, all in all, Redshift still wins out for me by quite a bit. I'm still teaching Karma because people will use it regardless of my opinions, but I'm not sold yet.
@@cgforge Thank you for your time and your insight on the subject, I do think that karma and USD are a step in the right direction... but there is a lot of stuff to consider it "done", like you said, someone will need to seat and figure out all those work-around processes.. "the more the merrier..."
Yeah, totally. In my opinion, it's one thing to consider things "possible." But it's a whole other level to consider it easy and fun to use - which matters quite a bit when you have deadlines to meet.
Hi, Hope you are doing well thank you for the great series. It's really helping and inspiring me a lot. I wanted to ask, whenever I use camera navigation, the movement of the camera follows the position of the mouse cursor. Is there a way for it to move or rotate from the center of the object, like it does in Maya? Are there any settings for that?
It's hard to say for sure, but right now I'm doing some website improvements, then updating some older courses for the new H20 content, marketing for Black Friday, and then it's onto HFTNA II. So... my guess is that you might see some videos go online by early December.
Also, the Karma XPU turns the HDR to a very yellow hue. Karma CPU does not have this effect. ChatGPT is telling me something about colorspace, which I cannot seem to locate where that can be managed.
Hm, i have the big problem, that i can´t apply a material to a specific mesh. In the past in Houdini i create groups and in the Material i choose the group to apply the material to the specific polygons. Now i have a scene with different objects in one geometrynote. As a output i have a null. But in the Solariswindow i can´t choose any given group or mesh. I wish there where a simple exampletutorial to setup a scene from scratch. A few simple models wich get two or three different materials per object and setup to render in Solaris. In your example the chamäleon has his materials on it and i don´t know how they get into solaris.
The key to understanding all this is that Karma requires USD, and that means you need to turn everything on the obj level into USD first. Once your scene is converted to USD, many things change with how you select and work with objects. It's no longer like what you're used to in sops with groups/attributes. It's using a completely different kind of logic that's specific to USD. So, here's the two main things you need to do: 1. Make sure you convert all the objects into USD. You can do so by going to the "stage" context and using a "Scene Import" node. 2. Re-assign new shaders using Material X. Just like I did in the video, make sure you test those assignments by making a temporary color so that it appears in the viewport first. The reason why the GLTF brought in those shaders with the Chameleon was because Karma/Houdini was doing its best to interpret what was going on in SOPs when I used the Scene Import Node. In doing so, it tried its best to create material USD information and assign it to the USD objects. But, it's much better to re-assign it yourself by creating a material library node and making a MatX shader. This will ensure that you have the right info for your materials, and it provides a better way for controlling anything you need in the future. Hope that helps! - Tyler
I don't have experience with Apple silicon to be honest. I've heard some people like it, and others don't like it. What kind of work do you intend on doing with it?
Yes, it runs very well. The only issue is you cannot use the optix or intel denoisers. So you’ll need a post process denoiser. I haven’t looked heavily into this yet, so there may be other solutions as well.
Very good tutorial so far, but I think I've hit a roadblock. After creating a Material Library node, the "Karma Material Builder" does not show up in the tab menu at all. I don't know if I'm doing something wrong somehow or if it might be a limitation on the Houdini version I'm running? (I'm using apprentice)
It sounds like you might be in the wrong context if you press tab and the node doesn't appear. 1. Make sure that you're using Houdini 20. 2. Revisit the part where I talk about what a context is. It's essentially an area that you browse to in your node network. 3. Hold left mouse over the "obj" text in your node tree and select "stage." This will bring you to "LOPs" which is also called "Solaris" and this context will allow you to create nodes that relate to the creation and modification of USD information. Hope that helps!
Hi , im using Houdini 19.5 and there does not seem to be an option for light spread control available for me to control the spread of gobo light ....what other alternatives do i have ???
Well, I'd suggest upgrading to 20 instead of staying in 19.5. If that's not an option for some reason, then you'll want to consider a different render engine.
The biggest one for Houdini is called "Think Procedural" which you can find here: discord.gg/723NGrShdm And I just started one up today for CG Forge right here: discord.gg/S3rNqKCgsc
And those 10 seconds of a very simple scene in HD, 24fps with a very good computer took 24 hours in render 🙄. No, thanks, no Karma for the moment (mention apart all the weird stuff that "will be addressed n the future"). Top tutorial, though.
Sir, I really started takin interest into your courses. The free ones tbh but i want to apply for the paid courses. The problem is I cannot afford it at the moment as my country's currency is devaluated please tell me if there will be discounts or price drop at cgforge. While I'm ashamed to make such a request but it is what it is. But I'm ridiculed and gathered up courage to asky you this anyway... Sorry!
houdini is the shit but I love Blender...Houdini needs a serious UI revamp...it's very tempting to stick my dingle in the Houdini bucket but I'm in love with Blender...
No, the mass **will** affect the behavior of a simulation by defining how something falls if you are working on a project as a vfx artist. Again, using the feather analogy, mass affects the relationship between the object and, for example, wind drag. If your task as a vfx artist is to create a vellum simulation of a feather dropping in mid-air, you would need to control the behavior of that object by affecting the mass attribute. Again, the entire purpose of that conversation was to say that attributes describe something about an object, and these descriptions can influence the outcomes of a simulation. Going with your example - if your job as a vfx artist is to drop a pencil onto a cardboard box, the expected behavior would be different than dropping an anvil onto a box - thus affecting the "way it falls" and how the said object interacts within a scene. For all practical purposes, the "mass" attribute describes something in the scene and affected the end visual result required by a vfx artist. Is there anything else you would like to nit-pick in this free 3 1/2 hour course?
On earth everything falls at 9.8m/s2, mass is not involved. You can test this by dropping a heavy object and a light one at the same time, they will reach the ground at the same time. I haven't tested it, but I'm sure Houdini follows the basic laws of physics. On the other hand, I really liked your training.
Houdini is ridicules, just to assign a material you have to go so many clicks and drags. assigning a material requires a workflow lol. Where is the assign mat button? seriously... once i thought max was complicated. Max is a baby's toy next to this.
Houdini has a tendency to make the simple things complicated and the complicated things simple. The benefits really start shining once you try tackling something complicated - like oceans - for example.
Once you start understanding the concept of Houdini you'll never use anything else anymore. I recently made the switch from C4D to Houdini (it was the 4th time starting learning it) and now i will never look back! Houdini is the most powerful and intuitive software i ever touched
That's definitely a hard thing at first. But, once you get used to a small collection of nodes, it will become much, much easier to do things, set up networks based on what you're trying to do. It's intimidating, but you'll be surprised how quickly you can pick it up once you're focused on the tasks you're trying to complete.
Just want to know if this is perfect. I know it's a bit outdated for todays software especially with CGI but, here is my PC specs... Case: Phanteks (PH-ES620PTG-DBK01) Enthoo Pro 2 Full Tower Motherboard: GIGABYTE Z590 AORUS ELITE AX (LGA 1200/ Intel Z590 ATX/ Triple M.2/ PCIe 4.0/ USB 3.2 Gen2X2 Type-C/ Intel WIFI 6/ 2.5GbE LAN/ Gaming Motherboard) CPU: Intel Core I9 10900 10core Cpu Cooling: Noctua NH-D15S Cromax black Gpu: MSI Gaming GeForce RTX 3080 LHR 10GB RAM: Crucial Ballistics RGB 32gigz OS Hardrive: Western Digital M.2 1TB Storage: Crucial 2TB SSD hardrive External Hardrive: Western Digital: My Passport Ultra 500gigz Power supply: 850w BQ P.S. I will be building another PC as a render farm and I think will be faster than what I have now... But, for now I will just be patient and use what I have... I think upgrading the RAM from 32gbs to 64 and up will be a HUGE plus... But, anyways... Let me know cause I really want to use the fluid simulations...
Oh yeah, that'll work perfectly for getting started. Believe it or not, some of those specs are better than mine right now. For fluid sims, however, you'll want to upgrade your ram up to 128 GB and a bigger SSD / External hard drive. Fluid sims can take up a lot of space on your ram, and, even after you clean up the data and cache to your hard drive, it can take up lots of space.
@@cgforgeGot my 128gbs of RAM in... Soon I will get a new M.2 4TB SSD... However I will need a power supply soon... Later I'm looking at AMDs Ryzen 9 series CPUs... Looking fast! AMDs R9 16 core cpu smokes the Intel's i9 14900 series...
Bro, for AutoFocus..... Select Camera, then SHIFT + F ... Then... SHIFT + Left mouse button over GEOMETRY. .. is so handy.. awesome tutorial by the way. THANKS
Tyler this 3 Hour masterpiece will go long ways! Can't thank you enough for taking your time and creating this plain and simple guide for absolutely free🙏
You're welcome! Thanks for stopping by.
Best 3 hours made for Houdini beginners, it packed almost every thing a new user will need without going too deep into too much annoying and scary details. Thanks for this amazing work.
It's suprisingly more intuitive than Blender's geo nodes.
FINALLY. I’ve been waiting for this for a long time. Finally someone who can explain Houdini in a simple way that isn’t overly technical and speaks clear English. Please do more of these.
Will do! I'm working on Part II right now. Thanks for watching
Great thanks. I will also add. I like how you broke the project down from beginning to end. Many tutorials just show the technical but don’t show how to get the pretty render after. The pretty render is what keeps me interested. At the end of the day we are in the business of creating nice images. Please keep showing your shading/render process. It’s so important. 😊
Was using After Effects and Blender for a long time and could do pretty much everything I needed. Now I’ve gotten deep into Nuke and fell in love with nodes. It feels so much less cumbersome. Excited to move to a full node workflow for everything
Thank you for this absolute masterpiece tutorial. I was able to follow along having never used Houdini before and get a crisp, cool, naturally lighted image out of it by the end.
Hi, Took my time go through this class slowly and will do my final render tonight. This is such a fantastic class and I'll go with the Houdini For The New Artist II. I learned a lot of tricks and made me feel more comfortable with Houdini, which is pretty easy if you have Tyler as your teacher. Cheers!
pffff dont know how and when, but somehow this video did not only introduce me well into houdini but also made me understand davinci resolve more than ever before, u r amazing!
Hi Tyler,
I am writing to express my deep gratitude for your support as I embark on my journey to create a short film using CG and 3D modeling tools. Your detailed and beginner-friendly tutorials on CGFORGE arrived at a crucial time in my learning process, and have been invaluable in my understanding of such complex tools.
Your continued contribution to the series is greatly appreciated, and I wish for your ongoing health and happiness. Thank you for your immense influence and for the opportunities you've opened up for me:D
Thank you for the kind comment @onicecamel1769 I'm glad that this video was able to help you out!
This is an incredible tutorial for someone very familiar with Maya and CG, but not Houdini. I learned a TON. Thank you!
For others, my render times at the end were 6 minutes per frame for a total of 30 hours and 41 minutes on an Apple MBP M1 Max with 64Gb ram with Houdini 20.0.506.
Another great tutorial! Thänx a lot! Learned many new and useful tricks. AWESOME!!!
tnx ... one of the best tutorials about Houdini
Really looking forward to the premiere!
This was excellent. Finally attempting to make the shift from the easy to use Cinema 4D to Houdini. This really demistifies Houdini more than any other tutorial I have seen. Thank you.
That's great to read. Thank you for watching Andrew. I'm glad this video was able to help out.
This must have taken you a lot of time and energy, thank you very much!
It certainly did! About 2-3 months of work to be exact. There was a lot of experiments, forum posts with SideFX, and trial-error behind the scenes that goes into it as well. My hope is that this video will be good for the next few years. Thanks for watching
Thankyou! i just learn houdini in the past week
Great to have this updated workflow 🙌🙌
More Karma stuffs plz ❤ love it
This is great, not only for beginner. Thanks so much!
Beginner means now you're the 10 years old kid 😂
Great Tutorial ! Thank you😍
Another really helpful intro, Tyler. Very much appreciated, and as usual top notch presentation style.
Wow this is so good thank you!
I'm really happy i find your channel
Hey Tyler! Thank you so much for your great channel! You are brilliant lecter. I really enjoy till watching all your videos.
Thanks for watching @moebius9060! I appreciate the kind message, and I'm happy to read that the course was helpful.
I really appreciate this course. Most Houdini Content is focussed more on the simulation stuff and there's not that much about rendering out there.
However this kinda shows me that Houdini isn't the best option for every situation. A simple render like this is like 300% easier to set up in C4D or Blender and will render in like 2-3 hours on a regular GPU.
I will most likely focus more on procedural stuff in Houdini and then export and render in other applications whenever possible.
Thank you so much for share! 👍Definitely will grab some courses from your website.
Sounds good! Let me know if you have any questions. You can always reach me at tyler@cgforge.com
Awesome, Thank you for the video!
Thank you so so so much for this video! Really appreciate the work you put in and a very clear demonstration. ✨
One question I have is when I applied HDRI texture onto my Fill light, the enviornment doesn't change and remains black. Any guidance on this would be appreciated! @1:10:49
Note: Display Enviornment Lights as Backgrounds is checked on.
Hey @dancingbetweenus , have you tried changing the viewport lighting options? You should see a variety of small light bulb icons to the right of your viewport.
I do admire your generosity in teaching,great job🙏🏻✌🏻🍻👑
Cheers! 🍻
Thank you so much for this video, it was really helpful and interesting. I learned a lot of new things about the software Houdini, which is one of my goals for the new year. I'm a 3D artist and I use other software like Maya, but Houdini fascinates me a lot for its capabilities. I really appreciated your step-by-step explanation, clear and detailed. You made me understand the basics of Houdini in a simple and fun way. Congratulations on your work and skills. I hope to see more videos from you on this topic, because there isn't much material available in Italian. , keep up the good work!
Thank you very much Tylor ❤❤
amazing video thank you so much
Appreciate your help!
can't thank you enough but thanks a million buddy this was really helpful for me. thank you 🙂
You're welcome! I'm glad that you were able to find it helpful.
Hi when I click on disable light at 33:40.. the model turns white as oppose to showing colors? did anyone else face this issue i m using Houdini Apprentice
Amazing video! Really well explained!
Amazing! Thank you sooooo much!
You are a great mentor, sir. Thank you for this! I'm not a total beginner but I learnt quite a few things from this :D
That's great! Thanks for stopping by
Absolutely amazing video with tons of interesting and valuable information, thank you! 15 out of 10!
Thanks for this video. 🙌🏻🙏🏻
great tutorial. In the end with dasvinci, you apply the FX after the ocio filter so its mean you work in 8 bits sRGB instead of full raw exo color space. Would not move the ocio in the end of stack filter ?
From my understanding, it doesn't change the color primaries into 8-bit sRGB. Instead, it's just modifying the 32 bit pixel values so that it show us the viewport transformation. If that's the case, then it doesn't matter if you do the color correction/fx work after the viewport transform because all the data is still 32 bit.
@@cgforge interesting, thanks
I want ot purchase a tutorai for you. Great job
Hi Tyler, thank you so much for lovely working tutorial
At 1:16:19
I could not find that option called spread in light. May be because i am using 19.5 and you are on 20, Is there any way spreading gobos in Houdini 19.5?
It should be under the light node --> Karma --> Spread towards the very bottom
@@cgforge No sir. Its not available there in 19.5. searching for another way to render gobo or i will have to install houdini 20.
Ahh I see. Then yes, you will need Houdini 20.
Thank you for this amazing lecture! I'm so happy to discover your channel. You are really really really good.!!! You should have your own course in Rebelway or teach them how to teach.
Thanks for watching! I can't attest to how Rebelway teaches, but I built a whole website with 100+ hours of my stuff at cgforge.com if you're interested :) Good luck with everything.
@@cgforge As a matter of fact, I'm so excited to start registering for some of your lectures!
In other renderers, like Redshift for example, you need to tell what color space the image texture is (Raw for displacements, normals spec, SRGB for diffuse color jpegs) in Karma you need to do it as well, or it detects automatically the color space of the image? Thanks
You'll want to take a look at the first setting on the Mtlx Image node. It's a drop-down that features "Color" for any of your signals that affect color and "Vector" for any raw signals that shouldn't feature any color transformations. I'm pretty sure all the conversions are done properly with the "Color" mode, but I would need to do some testing to know for sure. 32 bit images might also get a bit more complex, so I plan on taking a look at that once I update the color management course soon 👍
Just exr files for textures worked for me in Karma just out of the box. SO it was always right. (ACES in my case). But sure any tutorials or more things anout that shpuld be nice. But EXR knows what to do :) Hope it works also in H20 :) FOr HDRI I am using some hda converter in Houidni to put HDRI files to ACES. But everyone do different things and everyone has qwn workflow:)
Great tutorial, one question, when I load the scene I don't see the colors in the viewer, how do I activate it???, thanks
When you say that "you don't see the colors in the viewer" are you talking about the blue background in the viewport? Or are you talking about the textures on the chameleon?
@@cgforge im talking about textures on the chameleon, i cant see i thanks for answer
Okay, try assigning a brand new shader and material to your object then. I believe we cover that later on in the video after we get done lighting everything.
Thank you, it's really complicated but it's worth it, and I liked it. ¿Background ,render light geometry Is it only in exr?
That only applies to the viewport. When you hover and press "d" that information will not make its way into the render.
BTW, how do you see Karma now? like is good enough to do most of the stuff you do on Arnold, or still has rough edges that gets things complicated when talking production?
Right now I'm still in the process of testing it out, and so far, there have been many improvements. However, for the average, individual artist, I still think Redshift is far better from the standpoint of usability and mostly due to the fact that you don't need to deal with the headache of USD. Let me give you an example... Right now if you try rendering 100,000 particles with properly curved motion blur, Karma will freeze. That's because it requires sub-stepped USD information. You need to cache out sub-stepped versions of your USD scene. There are about 3-4 nodes which try doing the same sort of thing, and it's a bit of learning curve to figure out which one you want to use and how to use it. Plus, caching out an entire usd scene like that can get heavy. Once you do cache it out, Karma just freezes, and I still can't get around it. It now also introduces lots of complications when it comes to the cooking of your network. Want to make a shader change? It's going to re-cook... all the subframes... and your whole scene freezes up. It sounds like there is a way to create curved motion blur based on quaternion information, but I have yet to find that section in the documentation.
And, don't forget to re-cache out those substepped usd files because you just made a change. Also, don't forget that the preview render isn't actually going to show you the information that goes to Karma at render time. And be careful where you send a render off from because the color management might be inconsistent by default. etc. etc etc... So, it's stuff like that which feels like a couple steps backwards rather than forwards in terms of simplicity and speed. USD is supposed to be there to solve problems, but I find that it also introduces many, many additional problems along the way that make it questionably worth it. And the bottom line is that a new or existing artist doesn't want to deal with these technical headaches all the time. They want to be thinking about light, color, texture, composition, etc. rather than getting stuck in the mire of lots of little technical complications and weird systems that Pixar came up with. So, all in all, Redshift still wins out for me by quite a bit. I'm still teaching Karma because people will use it regardless of my opinions, but I'm not sold yet.
@@cgforge Thank you for your time and your insight on the subject, I do think that karma and USD are a step in the right direction... but there is a lot of stuff to consider it "done", like you said, someone will need to seat and figure out all those work-around processes.. "the more the merrier..."
Yeah, totally. In my opinion, it's one thing to consider things "possible." But it's a whole other level to consider it easy and fun to use - which matters quite a bit when you have deadlines to meet.
Great video
Hi, Hope you are doing well thank you for the great series. It's really helping and inspiring me a lot. I wanted to ask, whenever I use camera navigation, the movement of the camera follows the position of the mouse cursor. Is there a way for it to move or rotate from the center of the object, like it does in Maya? Are there any settings for that?
Thank you very much, excellent
Thank you so much!!
When will you release Houdini For The New Artist II.?
It's hard to say for sure, but right now I'm doing some website improvements, then updating some older courses for the new H20 content, marketing for Black Friday, and then it's onto HFTNA II. So... my guess is that you might see some videos go online by early December.
@@cgforgeThanks for the awesome content.
Can i follow this tutorial with Houdini apprentice license?
Yep, you sure can. Everything here is 100% free
Also, the Karma XPU turns the HDR to a very yellow hue. Karma CPU does not have this effect. ChatGPT is telling me something about colorspace, which I cannot seem to locate where that can be managed.
Hm, i have the big problem, that i can´t apply a material to a specific mesh. In the past in Houdini i create groups and in the Material i choose the group to apply the material to the specific polygons. Now i have a scene with different objects in one geometrynote. As a output i have a null. But in the Solariswindow i can´t choose any given group or mesh. I wish there where a simple exampletutorial to setup a scene from scratch. A few simple models wich get two or three different materials per object and setup to render in Solaris. In your example the chamäleon has his materials on it and i don´t know how they get into solaris.
The key to understanding all this is that Karma requires USD, and that means you need to turn everything on the obj level into USD first. Once your scene is converted to USD, many things change with how you select and work with objects. It's no longer like what you're used to in sops with groups/attributes. It's using a completely different kind of logic that's specific to USD.
So, here's the two main things you need to do:
1. Make sure you convert all the objects into USD. You can do so by going to the "stage" context and using a "Scene Import" node.
2. Re-assign new shaders using Material X. Just like I did in the video, make sure you test those assignments by making a temporary color so that it appears in the viewport first.
The reason why the GLTF brought in those shaders with the Chameleon was because Karma/Houdini was doing its best to interpret what was going on in SOPs when I used the Scene Import Node. In doing so, it tried its best to create material USD information and assign it to the USD objects. But, it's much better to re-assign it yourself by creating a material library node and making a MatX shader. This will ensure that you have the right info for your materials, and it provides a better way for controlling anything you need in the future.
Hope that helps!
- Tyler
When switching to karma xpu, the rim light is casting some very distinct blue hues on my object. The light is set to pure white.
thats so great thanks
Thanks for watching!
Does Houdini run well on Apple silicon? I was thinking of getting a MacBook Pro when M4 drops.
I don't have experience with Apple silicon to be honest. I've heard some people like it, and others don't like it. What kind of work do you intend on doing with it?
Yes, it runs very well. The only issue is you cannot use the optix or intel denoisers. So you’ll need a post process denoiser. I haven’t looked heavily into this yet, so there may be other solutions as well.
Very good tutorial so far, but I think I've hit a roadblock. After creating a Material Library node, the "Karma Material Builder" does not show up in the tab menu at all. I don't know if I'm doing something wrong somehow or if it might be a limitation on the Houdini version I'm running? (I'm using apprentice)
It sounds like you might be in the wrong context if you press tab and the node doesn't appear. 1. Make sure that you're using Houdini 20. 2. Revisit the part where I talk about what a context is. It's essentially an area that you browse to in your node network. 3. Hold left mouse over the "obj" text in your node tree and select "stage." This will bring you to "LOPs" which is also called "Solaris" and this context will allow you to create nodes that relate to the creation and modification of USD information.
Hope that helps!
Quick question : after putting the Gobo in the light, I don't have the spread option in the karma tab ... How can I find it ?
Are you using H20? If not, then that's probably the reason.
@@cgforge Oh right yeah i'm on version 19, thanks ! Great video by the way, very informative!
Right on, thanks for watching!
Hi , im using Houdini 19.5 and there does not seem to be an option for light spread control available for me to control the spread of gobo light ....what other alternatives do i have ???
Well, I'd suggest upgrading to 20 instead of staying in 19.5. If that's not an option for some reason, then you'll want to consider a different render engine.
i don't find F-Stop. Is not avai in apprentice?
No, it should be there. If you make a camera node, it's under the sampling tab --> f-stop
@@cgforge yes, sorry! I didnt find it 😅
THANK YOU
What is the best discord server for Houdini?
The biggest one for Houdini is called "Think Procedural" which you can find here: discord.gg/723NGrShdm
And I just started one up today for CG Forge right here: discord.gg/S3rNqKCgsc
i just started houdini ,and my problem is .when i import all scene build to solaris ,its feel bit slow , is there any solution
Do i have really to update ton V.20?
Yep
@@cgforge So my Version 18.5 is now unusable?
Yep
perfect
I can't see houdini engine curves in unity 2022.3.15. Not at all. Tried different versions of Houdini, didn't work
my karma is not rendering
its say no active renderer to save image from.
I think this error pops up if you are running Houdini Apprentice and trying to go beyond the 1280 x 720 resolution.
And those 10 seconds of a very simple scene in HD, 24fps with a very good computer took 24 hours in render 🙄. No, thanks, no Karma for the moment (mention apart all the weird stuff that "will be addressed n the future"). Top tutorial, though.
Sir,
I really started takin interest into your courses. The free ones tbh but i want to apply for the paid courses. The problem is I cannot afford it at the moment as my country's currency is devaluated please tell me if there will be discounts or price drop at cgforge.
While I'm ashamed to make such a request but it is what it is. But I'm ridiculed and gathered up courage to asky you this anyway... Sorry!
Ohh man, you just missed the black friday sale for 20% off. What is your user name on CG Forge?
tutorial electra😉
houdini is the shit but I love Blender...Houdini needs a serious UI revamp...it's very tempting to stick my dingle in the Houdini bucket but I'm in love with Blender...
Mass is not involved in the fall of the pencil.
So you're saying that there is absolutely no difference in the expected behavior of dropping an anvil vs. a feather?
Yes, but replace the feather with a toothpick, because the feather floats in the air. (ref: Newton)
No, the mass **will** affect the behavior of a simulation by defining how something falls if you are working on a project as a vfx artist.
Again, using the feather analogy, mass affects the relationship between the object and, for example, wind drag. If your task as a vfx artist is to create a vellum simulation of a feather dropping in mid-air, you would need to control the behavior of that object by affecting the mass attribute. Again, the entire purpose of that conversation was to say that attributes describe something about an object, and these descriptions can influence the outcomes of a simulation.
Going with your example - if your job as a vfx artist is to drop a pencil onto a cardboard box, the expected behavior would be different than dropping an anvil onto a box - thus affecting the "way it falls" and how the said object interacts within a scene. For all practical purposes, the "mass" attribute describes something in the scene and affected the end visual result required by a vfx artist.
Is there anything else you would like to nit-pick in this free 3 1/2 hour course?
On earth everything falls at 9.8m/s2, mass is not involved.
You can test this by dropping a heavy object and a light one at the same time, they will reach the ground at the same time.
I haven't tested it, but I'm sure Houdini follows the basic laws of physics.
On the other hand, I really liked your training.
Houdini needs a complete UI interface redesign.
666 likes :)
🤘🔥🤘
Imagine modeling with houdini…..
Houdini is ridicules, just to assign a material you have to go so many clicks and drags. assigning a material requires a workflow lol. Where is the assign mat button? seriously... once i thought max was complicated. Max is a baby's toy next to this.
Houdini has a tendency to make the simple things complicated and the complicated things simple. The benefits really start shining once you try tackling something complicated - like oceans - for example.
Once you start understanding the concept of Houdini you'll never use anything else anymore. I recently made the switch from C4D to Houdini (it was the 4th time starting learning it) and now i will never look back!
Houdini is the most powerful and intuitive software i ever touched
@@3rdDim3nsn3Dyes this is for Sure real i switched to Houdini and I feel blessed Houdini is far better than you think
@@3rdDim3nsn3D Not for straight forward modeling it ain't. Max is really where it's at if you want the best modeling tools imo.
Max is complicated? 😅 man, why have the trouble to even open a 3D application? 😂
The issue with houdini is, the new user dont know which node can go with which node
That's definitely a hard thing at first. But, once you get used to a small collection of nodes, it will become much, much easier to do things, set up networks based on what you're trying to do. It's intimidating, but you'll be surprised how quickly you can pick it up once you're focused on the tasks you're trying to complete.
jump into CG Forge and check Node Bible where you have almost all nodes explained
Just want to know if this is perfect. I know it's a bit outdated for todays software especially with CGI but, here is my PC specs...
Case: Phanteks (PH-ES620PTG-DBK01) Enthoo Pro 2 Full Tower
Motherboard: GIGABYTE Z590 AORUS ELITE AX (LGA 1200/ Intel Z590 ATX/ Triple M.2/ PCIe 4.0/ USB 3.2 Gen2X2 Type-C/ Intel WIFI 6/ 2.5GbE LAN/ Gaming Motherboard)
CPU: Intel Core I9 10900 10core
Cpu Cooling: Noctua NH-D15S Cromax black
Gpu: MSI Gaming GeForce RTX 3080 LHR 10GB
RAM: Crucial Ballistics RGB 32gigz
OS Hardrive: Western Digital M.2 1TB
Storage: Crucial 2TB SSD hardrive
External Hardrive: Western Digital: My Passport Ultra 500gigz
Power supply: 850w BQ
P.S. I will be building another PC as a render farm and I think will be faster than what I have now... But, for now I will just be patient and use what I have... I think upgrading the RAM from 32gbs to 64 and up will be a HUGE plus... But, anyways... Let me know cause I really want to use the fluid simulations...
Oh yeah, that'll work perfectly for getting started. Believe it or not, some of those specs are better than mine right now. For fluid sims, however, you'll want to upgrade your ram up to 128 GB and a bigger SSD / External hard drive. Fluid sims can take up a lot of space on your ram, and, even after you clean up the data and cache to your hard drive, it can take up lots of space.
@@cgforge I definitely can do that! Thank you for your speedy reply... Really means a TON!
@@cgforgeGot my 128gbs of RAM in... Soon I will get a new M.2 4TB SSD... However I will need a power supply soon... Later I'm looking at AMDs Ryzen 9 series CPUs... Looking fast! AMDs R9 16 core cpu smokes the Intel's i9 14900 series...