Houdini 18 - Karma & LOPs - Houdini For the New Artist

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  • เผยแพร่เมื่อ 2 ม.ค. 2025

ความคิดเห็น • 53

  • @kimjongoof5000
    @kimjongoof5000 3 ปีที่แล้ว

    8:42
    Why does it give me multiple error messages the moment I add any kind of light? And why does my ocena surface material make no changes to the render?

  • @wernerziemerink
    @wernerziemerink 5 ปีที่แล้ว

    You can Ctrl click on the arrow in the material library node. This will pop up a cool selection window to pick your objects from. Try it...do it now. :)

  • @strangeapprentice
    @strangeapprentice 4 ปีที่แล้ว

    Thanks for the overview! Are we going to see an update tutorial on 18.5 Karma ?

    • @cgforge
      @cgforge  4 ปีที่แล้ว +2

      Thanks for watching! At the moment, I'm still holding off on any further Karma tutorials until at least Houdini 19. Right now SideFX is very actively developing Karma, and it still has a long ways to go before being production-ready.

    • @strangeapprentice
      @strangeapprentice 4 ปีที่แล้ว

      @@cgforge Thanks for the reply! So it's not a good idea to learn Karma now? What's a good alternative to learn on rendering. Mantra or just hold off on that too?

    • @cgforge
      @cgforge  4 ปีที่แล้ว +2

      ​@@strangeapprentice From my perspective, it's worth it to pick up another render engine to use with Houdini right now. Mantra is slow/outdated, and we can't rely on Karma quite yet for production tasks. I use Redshift, but you could be successful with other 3rd party engines as well. Hope that helps!

    • @strangeapprentice
      @strangeapprentice 4 ปีที่แล้ว

      @@cgforge Thank you very much for your kind reply! Really appreciate it better go learn 3rd party renderers then. :)

  • @ktm4059
    @ktm4059 3 ปีที่แล้ว

    I was looking forward to being able to use Karma for an explosion I made but it sounds like this is only good for geos,. Any way to utilize this for pyro fx, or am I stuck using mantra?

  • @everydayfitness3004
    @everydayfitness3004 4 ปีที่แล้ว

    Cool video. What can you say on Houdini 18.5 Karma update? Can you make an update video about this. Thanks!

    • @cgforge
      @cgforge  4 ปีที่แล้ว +1

      Hey there, I'll be re-visiting Karma again once SideFX has invested more time into its development. Have a great day

  • @kindazit
    @kindazit 4 ปีที่แล้ว

    i want to use pbr glass preset shader that houdini give, but when i put it in material library, it does not appear in "scene graph tree", how to fix this sir?

  • @SVENFROMBK
    @SVENFROMBK 4 ปีที่แล้ว

    🔥🔥🔥🔥🔥🔥🔥🔥🔥

  • @i20010
    @i20010 4 ปีที่แล้ว +1

    So its mini Clarisse in Houdini.

  • @VuPhamRainstorm
    @VuPhamRainstorm 5 ปีที่แล้ว +6

    thank you. Very straight forward for the knowledge. But seem the workflow from new LOPs bring to artists not really straight forward. Too much step to get some look dev happen. Just think about stuff need to change on more mid scene, that could cost more time for scene preparation/modify before see lighting/shader change

    • @cgforge
      @cgforge  5 ปีที่แล้ว +1

      One thing I didn't mention in this video is that you also have the option of using the scene import nodes. That might be a great time-saver in situations that you're thinking about Vu

    • @VuPhamRainstorm
      @VuPhamRainstorm 5 ปีที่แล้ว

      @@cgforge Thank you

  • @forextikmine9217
    @forextikmine9217 4 ปีที่แล้ว

    hello, i have a question : to import my 3d scan geo i use a file node. well after creatin the lop network andimported the 2 geo node, i can see in the scene graph tree only one xform, the backdrop one, while i should see even the eagle with a xform, that shoud be the geo node.
    so the only difference is that my 3d scan has been imported using a file, while the backdrom is a cube made in houdini. how ever should i import the 3dscan in houdini and see the xform in the scene graph tree too??? thakn a lot for your help!

  • @18bovende
    @18bovende 5 ปีที่แล้ว

    What about the Principled Shader being hidden according to the Houdini 18 documentation?

  • @DipanGhosh
    @DipanGhosh 5 ปีที่แล้ว

    Alfred, patron of the great clan Battle Born...
    sorry, could not resist. great video btw. Houdini looks to be ahead of the curve with the USD stuff.

  • @izvarzone
    @izvarzone 3 ปีที่แล้ว

    autofill materials didn't worked for me

  • @marwans4018
    @marwans4018 5 ปีที่แล้ว

    I want to get into houdini for simulation fx only which course is the best for beginners to get into houdini ?

    • @cgforge
      @cgforge  5 ปีที่แล้ว

      Hey Movies FX, you can check out my beginner course for Houdini if you'd like at www.cgforge.com

  • @artadecram_9624
    @artadecram_9624 7 หลายเดือนก่อน

    Does LOP still exist in houdini 20?

    • @cgforge
      @cgforge  7 หลายเดือนก่อน +1

      Hi @artadecram_9624 , yes it does. However, I suggest watching the newest version of Houdini For The New Artist here: th-cam.com/video/IlosUT6_YbE/w-d-xo.htmlsi=tPL9Sn7hjLB65cU2

  • @jbach
    @jbach 5 ปีที่แล้ว

    Whats your opinion on how this new workflow might benefit the solo artist? Any advantage?

    • @cgforge
      @cgforge  5 ปีที่แล้ว

      The way I see it - the biggest advantage comes in with set dressing, instancing, and lighting tasks. So, for example, if I want instance a huge forest, doing this in LOPs is way better because USD makes it much easier to manage probability, shading variation, and scene optimization at the same time. This is just an intro. The set dressing capabilities are pretty awesome too, so that makes it more convenient. In short, I think it makes life easier for the solo artist when dealing with larger scenes.

    • @NoelF_Artist
      @NoelF_Artist 5 ปีที่แล้ว

      OBJ context makes variation in scenes painfull (like all other DCC). Using LOPs change that to a true and fast previsible experience
      Do you know "Clarrisse IFX" ? then houdini now bring thatt same experience ;-)

  • @tetsuooshima832
    @tetsuooshima832 5 ปีที่แล้ว

    Anyone been able to render hairs with Karma ? For me it's instant crash as soon as I put a shader on it. Oh and better lock the nodes before sending to Karma, it doesn't like cooking neither x)

  • @mdsanima
    @mdsanima 5 ปีที่แล้ว

    Hi, Very nice, I love #houdini so much! I see that it was a weakness for you too, after switching to KARMA, your engine switched to the third non-commercial edition, I have the same at home, even if you can see at the top of the bar indie edition your engine is now working on a non-commercial edition and after saving the file already add a nc in file. this is probably a mistake on the sidefx side. And after switching back to the mantra it's the same, you have to turn the program on and off to have the indie edition back.

  • @chrisconklin4965
    @chrisconklin4965 5 ปีที่แล้ว

    I keep getting crashes when it comes to my iMac t5 16gb ram. I'll try my PC.

  • @irql2
    @irql2 5 ปีที่แล้ว

    Thanks Tyler!

  • @juniwusk
    @juniwusk 5 ปีที่แล้ว

    Thanks Man!!!

  • @Deamon3217
    @Deamon3217 5 ปีที่แล้ว

    Thanks a lot!

  • @firnekburg4990
    @firnekburg4990 4 ปีที่แล้ว +1

    How fast is Karma compared to Mantra ?
    Mantra is just unusable, too slow.

  • @ahmednasr93
    @ahmednasr93 5 ปีที่แล้ว +2

    isn't this too much work to get rendering?
    imagine having a large scene 50 sobs with 50 different materials
    (this is a discussion)

    • @biiiiioshock
      @biiiiioshock 5 ปีที่แล้ว

      I don't see how having everything you need in one context, with a lot of utility nodes to help do stuff that was previously annoying to do (mat variation for exemple), too much work.

  • @edh615
    @edh615 4 ปีที่แล้ว +1

    I come every 3 days cause it's a new approach and a bit weird at first.

  • @tetsuooshima832
    @tetsuooshima832 5 ปีที่แล้ว +4

    Hopefully some genius will create a "Convert scene to USD" button xD

    • @cgforge
      @cgforge  5 ปีที่แล้ว

      If you haven't already, you can also experiment with the "Scene Import" Lop. That basically just brings in a bunch of stuff in one node

    • @tetsuooshima832
      @tetsuooshima832 5 ปีที่แล้ว

      @@cgforge yeah I did that at first, I found Scene Import" and simply put "*" in the object path; probably not a good idea x)
      Before seeing your video I didn't know about LOP Network node, I stayed in the Stage context actually. It's kinda as confusing as having a Material context but still being able to use a MaterialNetwork node as well; everything gets more and more confusing with all the possibilities really. Why is there even a Stage context if it's the same thing ?

    • @houdini3d
      @houdini3d 4 ปีที่แล้ว +1

      @@tetsuooshima832 - because the Stage uses USD at its core whereas the Object level uses the Houdini Geometry Engine. There must be a conversion for Karma to render because it only supports USD

  • @ol1175
    @ol1175 5 ปีที่แล้ว +4

    Thanks Taylor, but looks to me too Beta.

    • @NoelF_Artist
      @NoelF_Artist 5 ปีที่แล้ว +1

      ??? what's the problem exactly, looked to me Taylor doesn't know exactly how Houdini is working !

  • @dondiavolo
    @dondiavolo 4 ปีที่แล้ว

    I know this is beta, and I wish Karma will be implemented in normal way. This iplementation is so wrong. 12 min about how to turn on renderer and play with mats? :D I'm triggered a bit ;) Just bought Indie :D

    • @izvarzone
      @izvarzone 3 ปีที่แล้ว

      but you could save template and use in every project

  • @iguanacgi7448
    @iguanacgi7448 5 ปีที่แล้ว +3

    too complicated

    • @biiiiioshock
      @biiiiioshock 5 ปีที่แล้ว

      No, it's not.

    • @cgforge
      @cgforge  5 ปีที่แล้ว

      It might feel that way at first, but once you see what this can do for set dressing/instancing/studio workflows, it totally makes sense

    • @wernerziemerink
      @wernerziemerink 5 ปีที่แล้ว +1

      are you serious?

    • @tetsuooshima832
      @tetsuooshima832 5 ปีที่แล้ว +2

      Well, it's Houdini. It's great but don't expect "drag and drop" type of workflow lol

    • @NoelF_Artist
      @NoelF_Artist 5 ปีที่แล้ว

      @@biiiiioshock true ! try again ;-)

  • @affectreflect
    @affectreflect 5 ปีที่แล้ว

    Awesome stuff Tyler.Thanks.Lops is more of layers operators..or whatever.Houdini is pure Magic

    • @cgforge
      @cgforge  5 ปีที่แล้ว

      Yeah pretty much!