uv's and st's are very similar. It's not a rename. uv's are texture coordinates, and st's are (parametric) surface coordinates. essentially the same when it comes to simple primitives.
GAWD DAMN, haven't watched the full video but I know is gonna be amazing. I was just starting to want to learn more about USD too and lo and behold this gets uploaded haha. Can't wait to watch it!
This is great and well worth it! This master class really clicked with me, I think I will be returning to it alot as my go to karma tutorial as its full of tips and helpful tricks. I think I can accept Karma (and USD) into my life now that I feel way less confused. Anyway, this is really awesome, a great piece of education, comprehensive and pretty much perfect. Great job , it's greatly appreciated and thank you.
Thank you so much. This is the first time someone explained the essence of USD in a really clear way without too much technical jargon. I now understand it much better and the purpose of USD.
AHA! Thank you, I was having such trouble getting information that made sense on how to get packed primitives that I created in a Sop Create, to instance correctly on my points! You are a life-saver! Though I realise by skimming this video for the information I needed that I actually know nothing about Solaris or USDs, I'll have to come back :D
Awesome, I'm glad that you found it helpful! The funny thing is, I often come back to my own tutorials for reference, and this one is one of those, lol.
Thankyou So Much for Giving Master Class You Explained Very Well I just Want You Keep Creating Tutorials For Us❤ I started My Houdini Journey With your Lectures And Tutorials I am So Glad That You are Creating More Tutorials. By the Way Love From India❤
So good, incredibly well explained and useful. Thank you so much! Also love the fader mode of the Light Linker, especially for ArchViz and controlling grouped lights.
How to create and use mtx Volume material in the new Houdini 20? They changed everything a little and now it’s impossible to create outside the container And In hip files of your examples, rendering smoke does not work in XPU mode
Thanks a lot for this! Best tutorial on USD I've found so far. Do you think it's possible to render out single variants using their variant name as output file name (such as gumdrop.png, smarties.png etc.)?
This tutorial looks very good, I only have one question, is it a good idea to do this tutorial instead of Karma "a beautiful game", what do you think? :)
First of all, thank you for the excellent presentation. I have one question, sir: Is there any difference between Karma Volume VOP and MtlX Volume VOP?
Awesome stuff! I haven't been able to test this so far, but does this USD workflow in combination with materialX mean that if we set up our scenes correctly, we can have a seamless way to unreal for rendering? I heard Unreal did support materialx in some way. I started learning houdini like a year and a half ago. The most confusing part for me was "deciding" if i would go straight for LOPS instead of OBJ when starting something, as i wanted to use karma anyway. it felt like it didn't make sense, why these 2 completely overlapping workflows? But it slowly became a little more clear what the big power is of solaris. especially this video helps with that! But that still keeps me wondering if the OBJ level is getting more and more redundant and maybe even phased out/merged over time. anyway, the thing i really don't like about your video's is when they end, and i have to wait for the next one :) keep it up!
Hi! Great teacher, great tutorial! I have a question thou. In the Component Builder chapter, when building our component builder for the gummy, the geo appears as a Scope primitive. Why it is not a Xform primitive? If I understood you correctly, geo is normaly Xform. Thank you
Hey! Good question. In this case, the geo is held in an xform because we won't move it directly. However, if you look at the component itself (the /ASSET primitive), it is an xform. As far as I can tell, this is because when moving the primitive, you would move the complete asset, and not what's inside of it. I may be wrong, but that's how I understand it. I hope that helps👌
No problem! I'd suggest not focusing on it too much. It's good to have a broad idea of what these things mean, but it isn't necessary to understand them perfectly.
question for USD export component builder section: Assuming we have a very complex asset variant that has multiple materials. The lookdev artist has set it all up in the assign material node. Then now it is ready to export the asset with the component builder. I assume the artist can copy and paste the material library over but what about the material assigns. Does he need to redo all of the material assigns to the component material node? or there has a portable way?
Cool, My question is what if I get file with LOP import camera, but need to render this in redshift inside houdini, I cant create DOF, if its a way to convert LOP import camera with animation to classic camera node to control redshift DOF ?
Hey! I don't think we'll be making a massive fluid sim tutorial any time soon, but there are a lot of great tutorials out there already. We will be covering FLIP soon and explaining how it works, we'll touch on ocean simulations as well.
bro you are best i can unreal eassly and i rewatch our videos again again to speed up my traininig process . I did't seen any tutorials on massive scale .they are but paid and not understandble . question 2;- did we have to create sperate sperate elements and to create massive vfx or all at a time ? thanks you brother for your reply @@NineBetween ❤
@@prraneth-skyop1374 Thanks for the great comment! When we create massive simulations, they are usually broken up into smaller simulations. For example, if you are creating a shot of a spaceship landing in the ocean, you only simulate the area around the impact. The rest of it is just a grid with an ocean spectrum for displacement. Then you add all of the secondary simulations such as white water, splashes and mist. Also, many large simulations are either wedged (many smaller simulations put together) or distributed (a big simulation which is cut into separate parts for simulating). I hope that helps! I'll try to create an Ocean series in the future.
Either is perfectly fine. It depends on how your scene is set up. If you'd like multiple stages, then the lopnet node will allow individual setups to be made. Hope that helps!
what if it was the other way around like someone sent me a USD scene containing multiple objects then I want to extract it to normal sops to work on it? how can I do this?
Hey! There's a USD import node at the SOP level, which imports a USD file and brings in a selected primitive. Alternatively, you can bring a USD file into LOPs and then use the LOP import node at the SOP level to bring that in.
@@NineBetween thank you this will help. but this way I think FBX is better option for bigger scenes with maybe 100 different objects that needs sim maybe. when I import the FBX it will split and arrange the objects into its own geo/sop without having to extract every object in the file manually by hand, right?
@Blank-eb3ew When is he waving the mouse cursor all over that’s supposedly so distracting? He seems to only be moving the cursor around when he’s trying to draw our attention to some thing - Sort of like a laser pointer. But YT especially requires different skills than one would in person. Being a visual learner, I feel his mouse gestures help direct me such that I don’t know what you’re referring to exactly. Forgive me if I’m the only one who feels this way… But almost every other Houdini channel I’ve watched “tabs through” the UI so rapidly, it feels like they’re trying to show off (their capabilities) more than they’re trying to teach. I would argue that any extraneous mouse movement is part of his pacing, which feels perfect for me. There are some really smart people out there who understand Houdini better than I likely ever will…but having such skills is entirely different than being able to teach.
It turns out to be very stupid and pointless to create one asset with several variations of materials and geometries. Since in the layout node you cannot conveniently switch between variations. But you have to search in graph like a fool, right-click, and select the geometry and material. Couldn't it have been made more convenient?
That would be true if the Layout Node was the only node that uses variants. If you're manually importing your assets, you can choose from a variety of pre-made variations of that asset. That alone is powerful, but combine that with things like the instancer, and you can get a lot out of variants
Love this. clear and concise explanations throughout. Why do I get a console error every time that I try to paint instances? brushpanel.py:1047 AssetWorkingSetPanel.onEventCallback layout1 {'event_type': nodeEventType.SelectionChanged, 'layout_node': }
Superb!
I think this is one of the best Solaris tutorials out there. Please accept the sincerest gratitude, this was really helpful and informative
Almost all my problems are solved by this video. Thank you teacher!
Is anyone else soooothed by this persons voice? I watch him and feel like everythings gonna be alright. So good at teaching. Very clear.
The person who decided to rename UVs to ST is just crazy :D
Thanks for sharing your knowledge! An other great tutorial 🙏
uv's and st's are very similar. It's not a rename. uv's are texture coordinates, and st's are (parametric) surface coordinates. essentially the same when it comes to simple primitives.
@@pinkmoon5332 cool, i did not know that. thanks!
GAWD DAMN, haven't watched the full video but I know is gonna be amazing. I was just starting to want to learn more about USD too and lo and behold this gets uploaded haha. Can't wait to watch it!
Adding Timestamp for my own future reference. I might update this later.
1:51:55 - primvars (uv,cd,N,P,v)
I had seen your videos on sideFX's channel, nice to put a face to the voice!
One of the best channels on youtube. Thank you!
This is great and well worth it! This master class really clicked with me, I think I will be returning to it alot as my go to karma tutorial as its full of tips and helpful tricks. I think I can accept Karma (and USD) into my life now that I feel way less confused. Anyway, this is really awesome, a great piece of education, comprehensive and pretty much perfect. Great job , it's greatly appreciated and thank you.
Yes! In a world where documentation on USD / Karma in Houdini is so sparse, thanks for this in - depth look! I'll take all the info I can get.
Tysm for sharing your workflow, Moeen!! Always learning something new from your Solaris videos, much appreciated
I've watch multiple Solaris tutorials. This one is by far better and easier to follow. And with materialx explained all in one~ Is this my birthday?
Thank you so much for this masterclass! I would like to ask how to open Snap window. I cannot find it . Thank you!
Thank you so much. This is the first time someone explained the essence of USD in a really clear way without too much technical jargon. I now understand it much better and the purpose of USD.
This is super useful info, thank you!
AHA! Thank you, I was having such trouble getting information that made sense on how to get packed primitives that I created in a Sop Create, to instance correctly on my points! You are a life-saver!
Though I realise by skimming this video for the information I needed that I actually know nothing about Solaris or USDs, I'll have to come back :D
Awesome, I'm glad that you found it helpful!
The funny thing is, I often come back to my own tutorials for reference, and this one is one of those, lol.
Díky!
Thank you for the support! ❤️
1st time got here , got to tell best explanation i ever heard
Thanks for this! Looking forward to dive deeper into Solaris now :)
your videos really help me to learn Houdini beginner to intermediate level. please make video on best way to create portfolio.
Thankyou So Much for Giving Master Class You Explained Very Well I just Want You Keep Creating Tutorials For Us❤ I started My Houdini Journey With your Lectures And Tutorials I am So Glad That You are Creating More Tutorials. By the Way Love From India❤
So good, incredibly well explained and useful. Thank you so much! Also love the fader mode of the Light Linker, especially for ArchViz and controlling grouped lights.
One of the best Houdini Teacher, Love his Voice ❤.
Great job guys, really!!! Thanks a lot
Wow! Cool!👍
dude this is sooo good 😍 such clear explanation with examples love it❣
how to use geo node camera inside solaris in houdini?
This is amazing, thanks for sharing!
Thanks a lot brother > keep it up 💌
thanks
Thank you for your efforts! Very useful and clear.
thanks!!
Perfect
This video helped me soooooo much, thank you king! I appreciate you
How to create and use mtx Volume material in the new Houdini 20?
They changed everything a little and now it’s impossible to create outside the container
And In hip files of your examples, rendering smoke does not work in XPU mode
L E G E N D
Thanks a lot for this! Best tutorial on USD I've found so far. Do you think it's possible to render out single variants using their variant name as output file name (such as gumdrop.png, smarties.png etc.)?
I havent touched solaris yet, but what I can see is that matx is really similar to the arnold standard shader isnt it
This tutorial looks very good, I only have one question, is it a good idea to do this tutorial instead of Karma "a beautiful game", what do you think? :)
First of all, thank you for the excellent presentation. I have one question, sir: Is there any difference between Karma Volume VOP and MtlX Volume VOP?
No problem! As far as I know, the Karma Volume VOP generates a VDF and EDF MTLX shader inside of it (much like in this tutorial). Either one works 👍
Awesome stuff! I haven't been able to test this so far, but does this USD workflow in combination with materialX mean that if we set up our scenes correctly, we can have a seamless way to unreal for rendering? I heard Unreal did support materialx in some way.
I started learning houdini like a year and a half ago. The most confusing part for me was "deciding" if i would go straight for LOPS instead of OBJ when starting something, as i wanted to use karma anyway. it felt like it didn't make sense, why these 2 completely overlapping workflows? But it slowly became a little more clear what the big power is of solaris. especially this video helps with that! But that still keeps me wondering if the OBJ level is getting more and more redundant and maybe even phased out/merged over time.
anyway, the thing i really don't like about your video's is when they end, and i have to wait for the next one :) keep it up!
Obj is not getting redundant.. it is the core of 3D...
Unreal currently supports the core MatX standard surface shader.
Very useful! LIke, subscription!)
Hi! Great teacher, great tutorial! I have a question thou. In the Component Builder chapter, when building our component builder for the gummy, the geo appears as a Scope primitive. Why it is not a Xform primitive? If I understood you correctly, geo is normaly Xform. Thank you
Hey! Good question. In this case, the geo is held in an xform because we won't move it directly. However, if you look at the component itself (the /ASSET primitive), it is an xform. As far as I can tell, this is because when moving the primitive, you would move the complete asset, and not what's inside of it. I may be wrong, but that's how I understand it. I hope that helps👌
@@NineBetween ok. I get it. It is a complicated concept to grasp for a newbie like myself. Thanx again! Keep up the good work! Cheers
No problem! I'd suggest not focusing on it too much. It's good to have a broad idea of what these things mean, but it isn't necessary to understand them perfectly.
Bro can u also cover how install moonray renderer for houdini. As it is free and absolutely amazing.. Please🙏
question for USD export component builder section: Assuming we have a very complex asset variant that has multiple materials. The lookdev artist has set it all up in the assign material node. Then now it is ready to export the asset with the component builder. I assume the artist can copy and paste the material library over but what about the material assigns. Does he need to redo all of the material assigns to the component material node? or there has a portable way?
Is it just me or are the volume shaders not working with XPU? H20
Cool, My question is what if I get file with LOP import camera, but need to render this in redshift inside houdini, I cant create DOF, if its a way to convert LOP import camera with animation to classic camera node to control redshift DOF ?
Brother can make anything like massive water Fulid stimulation how to use water body flud..😊
Hey! I don't think we'll be making a massive fluid sim tutorial any time soon, but there are a lot of great tutorials out there already. We will be covering FLIP soon and explaining how it works, we'll touch on ocean simulations as well.
bro you are best i can unreal eassly and i rewatch our videos again again to speed up my traininig process .
I did't seen any tutorials on massive scale .they are but paid and not understandble .
question 2;- did we have to create sperate sperate elements and to create massive vfx or all at a time ?
thanks you brother for your reply @@NineBetween
❤
@@prraneth-skyop1374 Thanks for the great comment!
When we create massive simulations, they are usually broken up into smaller simulations. For example, if you are creating a shot of a spaceship landing in the ocean, you only simulate the area around the impact. The rest of it is just a grid with an ocean spectrum for displacement. Then you add all of the secondary simulations such as white water, splashes and mist. Also, many large simulations are either wedged (many smaller simulations put together) or distributed (a big simulation which is cut into separate parts for simulating).
I hope that helps! I'll try to create an Ocean series in the future.
Is it preferable to setup solaris in /stage? or in /obj with the lopnetwork node.
Either is perfectly fine. It depends on how your scene is set up. If you'd like multiple stages, then the lopnet node will allow individual setups to be made. Hope that helps!
@@NineBetween Thanks a lot :D
what if it was the other way around
like someone sent me a USD scene containing multiple objects then I want to extract it to normal sops to work on it?
how can I do this?
Hey! There's a USD import node at the SOP level, which imports a USD file and brings in a selected primitive. Alternatively, you can bring a USD file into LOPs and then use the LOP import node at the SOP level to bring that in.
@@NineBetween thank you this will help.
but this way I think FBX is better option for bigger scenes with maybe 100 different objects that needs sim maybe.
when I import the FBX it will split and arrange the objects into its own geo/sop without having to extract every object in the file manually by hand, right?
Please stop waving the mouse cursor all over . Other wise great tutorial :)
@Blank-eb3ew When is he waving the mouse cursor all over that’s supposedly so distracting? He seems to only be moving the cursor around when he’s trying to draw our attention to some thing - Sort of like a laser pointer. But YT especially requires different skills than one would in person.
Being a visual learner, I feel his mouse gestures help direct me such that I don’t know what you’re referring to exactly.
Forgive me if I’m the only one who feels this way… But almost every other Houdini channel I’ve watched “tabs through” the UI so rapidly, it feels like they’re trying to show off (their capabilities) more than they’re trying to teach. I would argue that any extraneous mouse movement is part of his pacing, which feels perfect for me.
There are some really smart people out there who understand Houdini better than I likely ever will…but having such skills is entirely different than being able to teach.
Where is Link I am searching xd please provide
Hey, it's in the description, right at the top 😁
Включи пожалуйста возможность, людям переводить и добавлять субтитры на своём языке.
It turns out to be very stupid and pointless to create one asset with several variations of materials and geometries. Since in the layout node you cannot conveniently switch between variations. But you have to search in graph like a fool, right-click, and select the geometry and material. Couldn't it have been made more convenient?
That would be true if the Layout Node was the only node that uses variants. If you're manually importing your assets, you can choose from a variety of pre-made variations of that asset. That alone is powerful, but combine that with things like the instancer, and you can get a lot out of variants
The cake_base.usd is empty in my Houdini (20.0.547).
A fresh download didn't do the trick. The rest is loading fine!
Love this. clear and concise explanations throughout. Why do I get a console error every time that I try to paint instances?
brushpanel.py:1047 AssetWorkingSetPanel.onEventCallback layout1 {'event_type': nodeEventType.SelectionChanged, 'layout_node': }