Subtopics ¶
USD ¶
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Introduces a number of USD concepts, and how they relate to Houdini’s USD support.
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How Solaris LOP (lighting operator) nodes work to generate/modify USD.
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Guide to using the user interface to interact with LOP networks and USD data.
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How to use the USD primitive matching syntax.
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Describes the differences/enhancements in the Solaris viewer compared to the Houdini object/SOP viewer.
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Improving interactive workflows in Solaris.
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Useful scenes and assets for learning Solaris and USD.
Geometry ¶
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Details of how Houdini converts SOP geometry to USD, and how you can control the process.
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The Component Builder tool puts down a network snippet for creating a USD model from SOPs, with support for materials, variants, payloads, and layering.
Layout ¶
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How to work with the Solaris stage effectively.
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How to create layout brush digital assets you can use to customize the behavior of the Layout LOP.
Look Development ¶
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Houdini has VOP node equivalents of the MaterialX shader nodes. You can build a shader network using these nodes, or import an existing MaterialX-based shader, and use them with Karma (Houdini’s USD renderer).
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You can encode different tiles of a texture space into different texture files, each with its own resolution. You can then specify a texture filename such as kaiju
.exr, and Houdini will replace the token with the specific tile address at load time. -
Describes the Solaris shading framework, including shader node translation to USD primitives.
Karma User Guide ¶
Karma basics and workflows ¶
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Houdini’s Physically Based USD Renderer.
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Houdini’s fast and modern XPU render engine.
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How to generate image maps associating each pixel in the image with the object name and/or material in the original source scene.
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You can attach a light filter to a light to modify the light’s output in different ways.
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Projects interior maps onto windows for the impression of 3-dimensional rooms
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Create oceans with foam from low-resolution input geometry at render time
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Create deformed geometry at render time.
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Optimize crowd scenes at render time.
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Learn more about OCIO, color spaces, gamma and tone mapping.