Such a wealth of information in this walkthrough. For someone like me that works solo much of the time, to have access to professional work like this is just so valuable. I followed through without the scene file just for the exercise but then went and got your scene file anyway.
I'd love to hear your thoughts on the MaterialX Schlick BSDF shader. I've recently done extensive furnace testing on MatX/Karma Vs Octane. The MaterialX standard surface implementation in Karma did very badly on the test, particularly with microfacet normal maps. I tested the Schlick BSDF too (as I believed it would be on par with the Rombo 3rd-party Arnold material), but it failed the test too. It was better than MatX standard surface, but not close to the perfect results produced by the Octane Universal material (in another test the Octane Standard Surface failed too, and is more or less similar to Arnold in Maya/Max) Sadly, the BSDF shader nodes aren't supported by Karma XPU. Hopefully we see improvements to MatX sooner rather than later.
@@arvidurs I posted them on the technical board of the official Houdini forums. 👍 Have you tried the Rombo Arnold material yourself? Great vid above, by the way. I'd love to see more Houdini/Cops stuff from you.
59$ per month is crazy, especially considering your last real post before this one was 9 months ago. I mean don't get me wrong, your content is valuable, but the upload frequency combined with the highest patreon price I have ever seen.
appreciate the feedback. I'm happy to clarify it for you. The 59$ is to gain you access to ALL my sources files (around 100 projects) ever uploaded, not just this one. If you are interested in just this specific one, it's on Patreon as well for a one-time 20$. www.patreon.com/arvidschneider/shop And then again, I'm showing you all the steps, I don't think it's too difficult to recreate this yourself, given I'm walking through each step.
Thanks for the tutorial its beautiful work as usual can I suggest you if you can run De-esser filter on the video to tone down a bit the harsh ess sounds it's available in any editing package I dunno if it's just me but it was very prominent kinda difficult in my headphones :D
yeah totally! you can just create a implicit volume from the sdf, apply a volume shader, and put that inside. Render times will spike, but totally doable!
Very cool scene, good job! Arvid you seem very knowledgeable, so I have some questions about normal maps. When using a normal map with the new 'Hextiled Triplanar' or 'Hextiled' node, does it rotate correctly? Or does it have the same issues that Silverwing(He's TH-camr, makes Octane content) explains in his video, (Silverwing Quickish-Tip: Octane Normal Map Rotation Script)? For example, when the tile is rotated 90 degrees, the normal map appears flipped. This is a significant problem for texturing terrains. While bump maps don’t have these issues, normal maps look much better and add more detail. If Karma XPU had OSL support we could replicate Silverwing's solution. EDIT: I just tested it, and inverting maps doesn't help either. It definitely looks wrong with Megascans surfaces, even when I set the color space to RAW. Unfortunately, it's unusable. Or is my mind playing tricks on me? Inverted looks somewhat correct, but it shouldn't need inversion because Megascans assets use OpenGL for normal maps. Hm.. Man I would love to see a video by you about Terrain Shading in Houdini with this new nodes. Cheers!
i was trying so hard to get the triplanar projection working and i couldn't lol , 5 minutes after i gave up i find this tutorial, & yes pls more houdini karma content ur the best!, also couldn't get the wireframe node working any idea why?
@@arvidurs Sir, please keep bringing Arnold's shading/lighting/Lookdev tutorials on TH-cam sometimes. & BTW how can I show you my shading/Lighting work?
Do you want to see more Houdini/Karma content? let me know what sparks your joy!
some FX shader will be cool. Awesome tutorial and thank you
YES, please!
ofcourse your tutorials are always so pleasing to watch
Yes, please!
are they going give updates on apprentice version or not im on apprentice version as student
Yes please, more Mtlx shading with Solaris/Karma 🙏🏻
perfect! that's my plan!
@@arvidurs Thanks 🕺🕺🕺
Such a wealth of information in this walkthrough. For someone like me that works solo much of the time, to have access to professional work like this is just so valuable. I followed through without the scene file just for the exercise but then went and got your scene file anyway.
Thanks for the support Chris!
Glad to see you Arvid! Very cool result! Nice! Karma, MtlX - yes!
Great stuff as always!
amazing detail love this setup
Thanks so much!
Thank you so much, Arvid
this is awesome, more of this please!
AMAZING pls more Karma tutorials
Thanks so much, Arvid!
Oooo I might bite the bullet and get Houdini, especially if you plan to continue these
Great Tutorial, Thanks
Always wanted to do a lapis lazuli kind of material and calcite and pyrite. Such interesting materials.
tks for this tutorial, it was excellent
They are rocks Hank.
No, they're minerals!
I am personally offended by you called this a crystal 😁😁
thanks for the content man. Always a pleasure.
I'd love to hear your thoughts on the MaterialX Schlick BSDF shader. I've recently done extensive furnace testing on MatX/Karma Vs Octane. The MaterialX standard surface implementation in Karma did very badly on the test, particularly with microfacet normal maps. I tested the Schlick BSDF too (as I believed it would be on par with the Rombo 3rd-party Arnold material), but it failed the test too. It was better than MatX standard surface, but not close to the perfect results produced by the Octane Universal material (in another test the Octane Standard Surface failed too, and is more or less similar to Arnold in Maya/Max) Sadly, the BSDF shader nodes aren't supported by Karma XPU.
Hopefully we see improvements to MatX sooner rather than later.
oh great test you did there! I haven't tried it myself. can you share you tests? Would be very eager to see them
@@arvidurs I posted them on the technical board of the official Houdini forums. 👍 Have you tried the Rombo Arnold material yourself?
Great vid above, by the way. I'd love to see more Houdini/Cops stuff from you.
thank you !!!
59$ per month is crazy, especially considering your last real post before this one was 9 months ago.
I mean don't get me wrong, your content is valuable, but the upload frequency combined with the highest patreon price I have ever seen.
appreciate the feedback. I'm happy to clarify it for you. The 59$ is to gain you access to ALL my sources files (around 100 projects) ever uploaded, not just this one. If you are interested in just this specific one, it's on Patreon as well for a one-time 20$. www.patreon.com/arvidschneider/shop
And then again, I'm showing you all the steps, I don't think it's too difficult to recreate this yourself, given I'm walking through each step.
@@arvidurs Fair point about you showing all the steps.
Thanks for the tutorial its beautiful work as usual
can I suggest you if you can run De-esser filter on the video to tone down a bit the harsh ess sounds it's available in any editing package I dunno if it's just me but it was very prominent kinda difficult in my headphones :D
Yup, I'll let my editor know!
Thanks
Hey is there a way to add a volume in the cristal with Karma XPU like you do with arnold?
yeah totally! you can just create a implicit volume from the sdf, apply a volume shader, and put that inside. Render times will spike, but totally doable!
Very cool scene, good job!
Arvid you seem very knowledgeable, so I have some questions about normal maps. When using a normal map with the new 'Hextiled Triplanar' or 'Hextiled' node, does it rotate correctly?
Or does it have the same issues that Silverwing(He's TH-camr, makes Octane content) explains in his video, (Silverwing Quickish-Tip: Octane Normal Map Rotation Script)?
For example, when the tile is rotated 90 degrees, the normal map appears flipped. This is a significant problem for texturing terrains. While bump maps don’t have these issues, normal maps look much better and add more detail.
If Karma XPU had OSL support we could replicate Silverwing's solution.
EDIT:
I just tested it, and inverting maps doesn't help either. It definitely looks wrong with Megascans surfaces, even when I set the color space to RAW. Unfortunately, it's unusable.
Or is my mind playing tricks on me? Inverted looks somewhat correct, but it shouldn't need inversion because Megascans assets use OpenGL for normal maps. Hm..
Man I would love to see a video by you about Terrain Shading in Houdini with this new nodes.
Cheers!
i was trying so hard to get the triplanar projection working and i couldn't lol , 5 minutes after i gave up i find this tutorial, & yes pls more houdini karma content ur the best!, also couldn't get the wireframe node working any idea why?
hehe yeah, the trick is just to supply P and N and then it's as usual
Hii Sir, Can You Make Another Udemy Course On Arnold Shading & Lighting With Some New Shading Techniques.
I feel like udemy is not giving me the support that I'm after
@@arvidurs
Sir, please keep bringing Arnold's shading/lighting/Lookdev tutorials on TH-cam sometimes. & BTW how can I show you my shading/Lighting work?