Houdini 20.0 Nodes Geometry nodes

Labs Quick Material 2.0 geometry node

The QuickMaterial sop is a convenience tool that allows you to very easily set up PBR materials.

The QuickMaterial sop is a convenience tool that allows you to very easily set up PBR materials. The materials you can create using this SOP are the principledshader, and the GameDev PBR shader. The tool does not offer any additional benefits over creating your own in the MAT context besides configuration speed.

Parameters

Materials

This multiparm controls how many materials should be created and assigned to the input mesh.

Material Type

This allows you to specify what material you want to assign to the geometry.

Material Name

This sets the material name for the generated MAT shader.

Group

This allows you to assign the created shader to only a specific set of primitives when needed.

Principledshader

BaseColor Texture

Sets the texture used for basecolor.

Tint

This is the tint with which the basecolor texture gets multiplied.

Opacity Texture

Sets the texture used for opacity.

Normal Texture

Sets the texture used for the normals.

Flip Y

This allows you to flip the Y channel of the normalmap specified in “Normal Texture”.

Rounded Edge

Allows the toggling on of the rounded edge shader.

Radius

Controls the radius for the rounded edge in the shader.

Mode

Controls the type of edges which should be included in the rounded edge detection.

Roughness Texture

Sets the texture used for roughness.

Roughness

This functions as a scalar for the roughness texture when supplied. If there is no roughness texture supplied, this functions as a constant roughness value.

IOR

Sets the Index of Refraction of the material.

Metallic Texture

Sets the texture used for metallic.

Metallic

This functions as a scalar for the metallic texture when supplied. If there is no roughness texture supplied, this functions as a constant metallic value.

GameDev PBR

Base Color

Allows you to set the diffuse tint of this material. This will get multiplied with the Albedo Texture when supplied.

Albedo Texture

Sets the texture used for the basecolor.

Horizon Smoothing

Controls the smoothing of the environment reflections.

Invert Roughness

Allows you to invert the roughness values.

Occlusion

Controls the intensity of the AO map.

Texture

Ambient Occlusion Map.

Emission Intensity

This controls the overall emission intensity.

Emission Color

Sets the emission color.

Emission Texture

This is an optional slot to provide your emission texture.

Transparency

This controls the overall transparency of the material.

Transparency Texture

This is an optional slot to provide your transparency texture.

Importance Sampled Ambient

Use a fancier way of sampling the diffuse information from Environment Lights

Number of Diffuse Samples

Number of Samples of the Environment Light during diffuse calculations

Importance Sampled Reflections

Realtime blurring of the cubemap based on the roughness of the object

Number of Specular Samples

Controls the number of samples taken for the specular contribution.

Shade Both Sides As Front

Realtime blurring of the cubemap based on the roughness of the object

GameDev Matcap

MatCap Texture

Sets the texture used for the matcap calculation.

Use MatCap Alpha

Enables/Disables the use of the alpha channel in the matcap shader.

Geometry nodes