Always great, quick and very helpful. Much appreciated, thank you! For anyone reading along: You can easily add more colours by adding more Geo Prop Values with Color Ramps and different attributes (targetv & sourceuv worked great!) and mixing them together with "MTLX Mix" nodes.
Unrelated question but do you know if it's possible to bring in packed & instanced scattered objects from SOPs to LOPs (to render with karma), if so - how?
I'm not sure since I haven't tried it. My guess would be if you can that it would be a sop import. If it doesn't automatically make them instances I would look into the properties and try changing a value to instances. I'll have to look into more if that doesn't work
Hii, thanks for the tutorial bro. I did this using v attribute but the problem is the v is changing due to the motion of the points. I need a static v for shading. Any idea please?? Thanks
Its hard to say what you need without knowing what type of look you're going for. The velocities change and always will. You could calculate the magnitude of the velocity vector so that the particles change color based on their velocity. You can also just pick a frame and save the velocity to another attribute using something like a timeshift and renaming velocity.
@InsideTheMindSpace thank you so much for your help. I did a rest attribute using the velocity and frame hold them using timeshift and it worked. You are a gem bro.
@venkateshwaran4184 nice. You might also want to play around with calculating the magnitude of the velocity vector and using that to drive the color of the particles as that will adjust the colors based on how quickly they are moving which can give some really cool effects
this doesn't seem to be working for me in H20, i'm not able to create a mtlxstandard surface node directly inside the material library node. i tried replicating this inside a USD material X builder node but everything stays grey, also i cant create a USD prim var reader at all either inside the materiel library node or the mtlxmaterial builder node. do you know if something relevant has changed since H19.5?
Try using the Karma material builder context instead. I haven't found the usd matlx builder to be useful as it seems to be missing nodes I want to use.
thanks, i figured out a way to get it working, not sure if its the best way but it works so that's good enough for now, i used mtlxgeomcolor node, in a karma material builder, that worked for H20 @@InsideTheMindSpace
Always interesting videos. Now when we have the Karma ROP node are there really any benefits to work in Solaris if you are only doing smaller scale projects with no plan on jumping to other 3d programs. I have switched over to using the ROP instead since I think the workflow is faster, but just want to double check that it makes sense.
There are a couple things that make it more beneficial to use Solaris instead of the rop if you are using Karma. The main ones that come to mind for me is the increased flexibility of lights and the ability to have a viewport ipr. I know there are some workarounds for a viewport ipr using the rop but they are less than ideal. Other than that I'm not sure there would be much benefit to Solaris if you don't want to use the layout lop.
@@InsideTheMindSpace The ROP has a viewport "IPR" included in it now. It looks just like the viewport in Solaris so you can fly around with the camera and it updates very fast. However when you change materials and lights it can stutter a bit. But maybe there are some problems with this viewport inside the ROP? One thing I miss in the IPR is more post filters like blur and glow that Redshift has.
Ah. Well thats good to know. I haven't used the rop since 19. I wasn't aware it had an ipr now that didn't involve basically loading another houdini instance
You can. I haven't messed with it really but you can use an edit lop to change the display type. Theres another way as well I believe with custom geo but I haven't messed with it yet
Great tutorial. Are you able to do one for the materialX triplanar? I cant seem to find much out there and getting it to appear in the different axis with different textures is not making sense to me. Awesome content as always! Keep up the good work.
Thanks for the video. Karma has a really long way to go. For example without possibility to FitRange this is very limited. I noticed that after 1 or 2 seconds (of age on Ramp) it becomes monochromatic (reaches the last color on the ramp). For short bursts its ok but if you wanted this to change colors based on the ramp value for 10 seconds what would do? In SOPS simple Color node Ramp from attribute can do it because it has built in FitRange but I don't know if there is a node in LOPS that can do that. FitRange exists but its not working the way it does in SOPS. Also inverting the ramp in MTLX doesn't change distribution of colors at all. Which is crazy that they left that just broken like that. I still think Principal Shader will rule the game for next decade or so before Karma can take off. Also one of the big things that people don't mention is that they changed EVERYTHING we need to know to render attributes. So your Cd is renamed now to something like base color your v or vel is now velocities and so on. That will be the main reason I won't be using it because it requires us to relearn all the attributes and new names, which is insane given that these were named one way for last 30 years and now they changed them. I think this can be solved with converters. I see you were able to plug in age and pscale so maybe certain nodes can convert it back to what we used to call them? Like this GeometryPropertyValue? Not sure if that is possible but would be definitely easier workflow then relearning 100 attribute names just for them to potentially change them again in few years down the line when they update Karma.
So I believe for the attributes that get converted to other names you can use the old names for Houdini. If you plan on transferring to another software you should use the correct names. I believe I used Cd because I forgot. As far as it being only one color that is because it extends past the 0-1 range. In order to have it automatically fit appropriately you need to find the min and max values. I have a video on this. It is called something like automatically find min and max values. Not to difficult to set up and works great. It will take some adjustment to get use to the new workflow of USD and MtlX but I believe it will take off soon.
@@InsideTheMindSpace Hey thank you so much for thorough reply. I love your videos. Disregard my frustration with certain parts of Houdini haha. I just like to feel comfortable in the software and there has been some major changer with implementation of Solaris, MTLX, Karma and all that jazz. Just trying to keep afloat with it all. You videos are very helpful. Keep up the great work.
Its not that bad when you get use to it. Part if the slow downs are due to USD. Other things I am sure will also get better with time. Every render engine has its quirks that you have to work through.
Always great, quick and very helpful. Much appreciated, thank you! For anyone reading along: You can easily add more colours by adding more Geo Prop Values with Color Ramps and different attributes (targetv & sourceuv worked great!) and mixing them together with "MTLX Mix" nodes.
Happy to help. Thanks for sharing!
So plain and simple.
Thank you very much.
how to create a shadow catcher with materialX and XPU and render the shadows for comp?
thank you
Very nice tutorial. Useful, precise and to the point! : )
Thank you! Exactly what was looking for!
Unrelated question but do you know if it's possible to bring in packed & instanced scattered objects from SOPs to LOPs (to render with karma), if so - how?
I'm not sure since I haven't tried it. My guess would be if you can that it would be a sop import. If it doesn't automatically make them instances I would look into the properties and try changing a value to instances. I'll have to look into more if that doesn't work
@@InsideTheMindSpace Thank you for the help, sop import worked. I just had to unpack it under Primitive Definition setting!
how do we get bbox min y for example can we use the World Bounding Box info and how ?
Thanks for all this great content.
Thank you for your support
Thanks so much!
It works!
Happy to help
Hii, thanks for the tutorial bro. I did this using v attribute but the problem is the v is changing due to the motion of the points. I need a static v for shading. Any idea please?? Thanks
Its hard to say what you need without knowing what type of look you're going for. The velocities change and always will. You could calculate the magnitude of the velocity vector so that the particles change color based on their velocity. You can also just pick a frame and save the velocity to another attribute using something like a timeshift and renaming velocity.
@InsideTheMindSpace thank you so much for your help. I did a rest attribute using the velocity and frame hold them using timeshift and it worked. You are a gem bro.
@venkateshwaran4184 nice. You might also want to play around with calculating the magnitude of the velocity vector and using that to drive the color of the particles as that will adjust the colors based on how quickly they are moving which can give some really cool effects
@@InsideTheMindSpace nice information and i am trying now. Thanks very much bro 🥺
super helpful mate!! thanks
this doesn't seem to be working for me in H20, i'm not able to create a mtlxstandard surface node directly inside the material library node. i tried replicating this inside a USD material X builder node but everything stays grey,
also i cant create a USD prim var reader at all either inside the materiel library node or the mtlxmaterial builder node.
do you know if something relevant has changed since H19.5?
Try using the Karma material builder context instead. I haven't found the usd matlx builder to be useful as it seems to be missing nodes I want to use.
thanks, i figured out a way to get it working, not sure if its the best way but it works so that's good enough for now,
i used mtlxgeomcolor node, in a karma material builder, that worked for H20
@@InsideTheMindSpace
Always interesting videos. Now when we have the Karma ROP node are there really any benefits to work in Solaris if you are only doing smaller scale projects with no plan on jumping to other 3d programs. I have switched over to using the ROP instead since I think the workflow is faster, but just want to double check that it makes sense.
There are a couple things that make it more beneficial to use Solaris instead of the rop if you are using Karma. The main ones that come to mind for me is the increased flexibility of lights and the ability to have a viewport ipr. I know there are some workarounds for a viewport ipr using the rop but they are less than ideal. Other than that I'm not sure there would be much benefit to Solaris if you don't want to use the layout lop.
@@InsideTheMindSpace The ROP has a viewport "IPR" included in it now. It looks just like the viewport in Solaris so you can fly around with the camera and it updates very fast. However when you change materials and lights it can stutter a bit. But maybe there are some problems with this viewport inside the ROP? One thing I miss in the IPR is more post filters like blur and glow that Redshift has.
Ah. Well thats good to know. I haven't used the rop since 19. I wasn't aware it had an ipr now that didn't involve basically loading another houdini instance
Hello, I'm trying to render my colored smoke inside Karma but couldn't find a proper way to get the Cd attribute to work
In USD the attribute Cd is called displayColor I believe. So you may need to rename Cd to that in order for it to work.
@@InsideTheMindSpace Could I send you a file for help please? I'm lost with Karma
You can through my discord. I cannot guarantee when I will be able to take a look though
Love this Karma XPU and Solaris. I was wondering if Karma XPU can do some Proxies like Redshif Proxies? If it is how do you set it up?
You can. I haven't messed with it really but you can use an edit lop to change the display type. Theres another way as well I believe with custom geo but I haven't messed with it yet
@@InsideTheMindSpace I'm still new to this Solaris too. I'm glad that it can be. Hope you can dive on it next time if you got time. Thanks!
Great tutorial. Are you able to do one for the materialX triplanar? I cant seem to find much out there and getting it to appear in the different axis with different textures is not making sense to me.
Awesome content as always! Keep up the good work.
I'll have to take a look. I know I got it working at one point but it has been awhile. I will keep it in mind though. Thanks for the support
Thank you!
Thank you for supporting!
nice!
Thanks for the video. Karma has a really long way to go. For example without possibility to FitRange this is very limited. I noticed that after 1 or 2 seconds (of age on Ramp) it becomes monochromatic (reaches the last color on the ramp). For short bursts its ok but if you wanted this to change colors based on the ramp value for 10 seconds what would do? In SOPS simple Color node Ramp from attribute can do it because it has built in FitRange but I don't know if there is a node in LOPS that can do that. FitRange exists but its not working the way it does in SOPS. Also inverting the ramp in MTLX doesn't change distribution of colors at all. Which is crazy that they left that just broken like that. I still think Principal Shader will rule the game for next decade or so before Karma can take off. Also one of the big things that people don't mention is that they changed EVERYTHING we need to know to render attributes. So your Cd is renamed now to something like base color your v or vel is now velocities and so on. That will be the main reason I won't be using it because it requires us to relearn all the attributes and new names, which is insane given that these were named one way for last 30 years and now they changed them. I think this can be solved with converters. I see you were able to plug in age and pscale so maybe certain nodes can convert it back to what we used to call them? Like this GeometryPropertyValue? Not sure if that is possible but would be definitely easier workflow then relearning 100 attribute names just for them to potentially change them again in few years down the line when they update Karma.
So I believe for the attributes that get converted to other names you can use the old names for Houdini. If you plan on transferring to another software you should use the correct names. I believe I used Cd because I forgot. As far as it being only one color that is because it extends past the 0-1 range. In order to have it automatically fit appropriately you need to find the min and max values. I have a video on this. It is called something like automatically find min and max values. Not to difficult to set up and works great. It will take some adjustment to get use to the new workflow of USD and MtlX but I believe it will take off soon.
@@InsideTheMindSpace Hey thank you so much for thorough reply. I love your videos. Disregard my frustration with certain parts of Houdini haha. I just like to feel comfortable in the software and there has been some major changer with implementation of Solaris, MTLX, Karma and all that jazz. Just trying to keep afloat with it all. You videos are very helpful. Keep up the great work.
Hang in there. You will get the hang of it. It's definitely a lot different workflow. Appreciate your support
@@InsideTheMindSpace Can you link to that video on how to automatically find the min/max. Thanks, and great videos!
Here you go
th-cam.com/video/hBcFTXd-dpE/w-d-xo.html
thank you
Karma is a second Houdini, and I'm not liking it. We lose much time with simple things
Its not that bad when you get use to it. Part if the slow downs are due to USD. Other things I am sure will also get better with time. Every render engine has its quirks that you have to work through.