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toonafish

About Me

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Freelancer
INDUSTRY
Advertising / Motion Graphics

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Netherlands

Houdini Skills

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Recent Forum Posts

Preview textures Nov. 2, 2025, 5:13 p.m.

Does someone know how one can view the textures that are used in materials in Houdini ? I don’t mean in the viewport, but just a preview somehow somewhere in Houdini.

I’m currently working on a scene where a lot of textures are changing a lot, and I constantly have to check with windows file manager what the textures that are used look like since there’s no visual feedback whatsoever, like maybe a preview in the texture VOP as in most 3d apps, or anywhere else, only a path with the texture name.

Rename UV map Nov. 2, 2025, 3:02 p.m.

Thanks for the pointers.

I'm really surprised this is considered a good thing in Houdini, how could it be a bad thing when everything keeps working after a an upstream adjustment ??

But it's a fairly basic scene with several UVmaps for many Objects. And to remember what UV is used for what texture and where, and to keep things clean I rename them when they are created, so they will be easier to find down the tree.

When I rename them at the end of the tree I have to check what UV is renamed to what in case I need to adjust them.

But I just figured that the "attribute rename" SOP has a toggle to at least rename the UV's downstream. But even when I rename them with "attribute rename" SOP or at the end of the node tree, I'd have to manually rename then in every single material texture ?

Rename UV map Nov. 2, 2025, 3:41 a.m.

When I rename a UV map in Houdini, I have to go through the scene and rename these UV’s manually wherever they are used. I even have to manually rename them in every SOP downstream the network.

I was amazed this is still the case in H 21.

In every 3d app I ever used this is handled automatically as one would expect, so very strange this is still handled so poorly. Especially for a procedural App like Houdini, because one of the main advantages of a procedural approach is that adjustments are handled automatically downstream, right ?

How do people handle this in complex scenes with lots of UV adjustment SOPs and materials ?