Houdini 20.0 Solaris

Intro to LOPs tutorial 2 Assets dept: Assembly

Continuing from the previous tutorial, we will assemble some assets into a bigger asset. This is a miniature version of one of the early stages of a production pipeline, asset creation.

On this page

Introduction

If you have not done so already, download the necessary support files.

In this tutorial, we are once again going to be acting as the “assets” department. In this case we are assembling an asset: a bookshelf full of pots. Whether something like this would be done by the assets department or the layout department depends on the studio, but for the sake of this tutorial, we will say it happens in “assets”.

We will have a brief introduction to the Stage Manager node in this lesson. More details on the Stage Manager will follow in the next lesson.

Please also see the glossary entries on Point Instancers and Instancing.

Remember to save your file often as you work, for example as lops_tutorial_2.1.hip

Tip

Remember to save your scene file frequently as you work. For example, save your file as something like lopsintro_tutorial_2.hip.


BEGIN

Assembly

  • Start a fresh Houdini.

  • Switch to the Solaris desktop.

    Make sure you can see the Scene Graph Tree in one of your panels.

  • Jump to /stage.

    Note

    You can create a LOP network at any level in Houdini, but for the sake of clarity, let’s keep our work in /stage.

    Now we are going to use some of Houdini’s native SOP-based tools to do the instancing. There are a lot of nodes to wire up, so please refer to the image below to see how the network is created.

  • Create a Reference LOP. Rename it BookShelves.

    Primitive Path

    /$OS/LeftShelf

    Reference File

    $HIP/LOPS_DEMO_FILES/Library/Assets/BookShelves/BookShelfAsset.usd

    A reference is one of the most common way to load prims into a LOP network.

  • Append a Duplicate LOP to the reference LOP. (Note that the node might error until it is completely filled in as below.)

    Separate Source and Destination Primitives

    On

    Destination Primitives

    /BookShelves/

    Duplicate Name

    RightShelf

    Modify Source Primitive

    Source Primitives are First Duplicates

    Translate

    1.5,0,0

  • Append a Set Variant LOP to the duplicate LOP.

    Primitives

    /BookShelves/RightShelf

    Variant Set

    model

    Variant Name

    BookShelf2

    Note

    Note that we are using CamelCase for the name “BookShelves”. Be sure to be consistent with your cases, in Houdini (and Linux in general), the words “bookshelves” and “BookShelves” are not the same word.

  • Append a Null LOP to the Set Variant LOP and call it “SHELVES”. You may want to look at the last image on this page to see if it’s all wired up correctly so far.

    Now we’ll use the Stage Manager to bring some things in to instance on the shelf.

  • Create a Stage Manager LOP. Don’t wire anything to it yet.

    • In the Stage Manager’s parameters, click on the green “+” symbol to add a folder. Call this Pots

    • Open the file browser in the Stage Manager and dive down into LOPS_DEMO_FILES/Library/Assets/ClayJars (and Herbs) folders, then drag HerbJarsAsset.usd and ClaysJarsAsset.usd into the Stage Manager under the Pots folder.

  • Now we will duplicate these objects and choose a unique variation for each. You will end up with seven unique jars.

    • The easiest way to duplicate is to RMB ▸ Duplicate on the prim in the Stage Manager.

    • Once you have duplicated a prim, choose a unique variant for each one. The easiest way to do this is to LMB choose a variant from the variant column in the Stage Manager.

    Your Stage Manager should look like this when you are finished:

    Now that you have the things you want to instance to your shelves, let’s create a collection.

  • Append a Collection LOP to the stage manager LOP.

    Collection Name

    StuffToBeInstanced

    Primitive Pattern

    /Pots/*

  • Append an Instancer LOP to the collection LOP. Wire it up as seen in the last image on this page.

    Primitive Path

    /BookShelves/Contents

    Prototype Source

    Second Inputs

    Primitive Kind

    Group

    Prototype Primitives

    %StuffToBeInstanced

    • Select the Instancer LOP and hit ENTER to dive inside.

    Note

    The Instancer LOP may error until you have performed the next step.

Inside the Instancer LOP

We now want to create a point cloud onto which we are going to instance our pots. There are many ways to do this, but here is one. There are a lot of nodes to wire up. You can scroll to the end of this tutorial to see how the final node network is wired.

  • Create a LOP Import LOP.

    LOP Path

    /stage/SHELVES

    Primitives

    *

  • Append an Unpack USD to the LOP import node.

    Geometry Type

    Polygons

    Now we want to save just the area we would like to instance pots to so we can scatter some points on it. We need to create a group, and here is one way of doing it.

  • In the viewport, press Space + 2 to move to Top view. Press W to toggle wireframe mode.

  • Press ⇥ Tab to open the tab menu. Type group and press Enter to start the Group tool.

    • Press 4 key to enter primitive picking mode.

    • Drag a box around the primitives.

      If you don’t get all the primitives in one go, you can hold ⇧ Shift and drag again to select more primitives.

    • RMB ▸ Accept Selection to finish.

  • Append a Blast SOP to the group SOP and blast away all but the group you just created.

    You can see that you have both the top and the bottom of the shelves. Let’s get rid of the bottom.

  • Append a Delete SOP to the Blast SOP. We will delete by normals.

    Tab ▸ Normal

    Enable

    Direction

    0,-1,0

    Spread

    50

  • Append a Scatter SOP to the delete SOP.

    Force Total Count

    300

    Relax Iterations

    100

    Scale Radii by

    2

    Max Relax Radius

    14

Create primvars

Now we are going to create random values to override the base color, specular roughness and albedo of our pots to give them further random characteristics. In Houdini-speak, we are giving them geometry attributes, in USD-speak, these are primvars.

  • Append a Attribute Randomize SOP to the scatter SOP. Rename it basecolor.

    Attribute Name

    $OS

    This makes an attribute called “basecolor” with a random value between 0 and 1 in the X,Y,and Z components. What this means is that if there is a shader attached to these prims, and that shader has a parameter called “basecolor,” it will be over-ridden with this value. Using $OS in the node name makes it so that we can now copy/paste our SOPs and just rename the SOPs to get new, correctly named attributes created.

  • Copy and paste the basecolor SOP (or Alt-drag the node) to create a copy. Append the new copy to basecolor. Rename the copy rough.

    Min Value

    .5

    Dimensions

    1

  • Make another copy of basecolor, append it to rough. Rename the new copy albedomult.

    Min Value

    .2

    Dimensions

    1

    The Dimensions parameter value of 1 makes these values into floats. If you left this at the default (3), it would make these into vectors. In this case it would do no harm, but the shader expects floats for rough and albedomult, (and converts vectors to floats for you if they are not already floats).

  • Append an Output SOP to albedomult. Rename the output node OUT.

    Tip

    You can find out the names of the above shader attributes by hovering over the paramater’s labels in the shader.

  • Press MMB on your output node. You should see that the point attributes basecolor, rough, and albedomult. If you RMB on the last SOP in your chain and choose Spreadsheet, you should see random values (in the range you chose above) for basecolor, rough and albedomult.

  • Press U to jump back up to /stage again.

Finish up and save your USD

We should now see some jars on the shelf. Play with the Seed parameter in the Instancer LOP to get a pleasing distribution.

  • Set the following in the Instancer SOP:

    Point Attributes to Copy

    basecolor albedomult rough

    Prototype Source

    Second Input

    Note

    In USD, each model instanced across the points is called a prototype.

    Tip

    Currently all jars and pots are oriented in the same direction. You could modify the N attribute and the up attribute (or just the orient attribute) to change this.

    We have one more thing to do before we save this out as an asset. If you look at the Scene Graph Tree, you will see that in the group “Contents” you have “Prototypes” with an undefined kind. It’s not good practice to do this, so let’s fix it.

  • Append a Configure Primitive LOP

    Primitives

    /BookShelves/Contents/Prototypes /BookShelves/Contents/Prototypes/*

    Kind

    Group

    You should now see that “Prototypes” are a group.

  • Append a USD ROP LOP.

    Layer Metadata ▸ Default Primitive

    /BookShelves

    Output File

    $HIP/tutorials/PackedShelves.usd

    • Click Save to Disk to save

Note you can also append some lights to your LOP chain to preview how this will look rendered. To see a Karma render, choose “Karma” from the viewport dropdown, (the menu that defaults to “Persp”).

You are now ready to move on to the next tutorial! If you want to check the results of your shelf build, use a reference LOP to load in your saved USD, ($HIP/tutorials/PackedShelves.usd) and the one from the demo files, ($HIP/LOPS_DEMO_FILES/Library/Assets/InstancedShelves/PackedShelves.usd).

You can also look at LOPS_DEMO_FILES/BookShelfInstancing.hip to see the finished node network as explained in this tutorial.


FINISH

Congratulations! You have assembled some assets into a bigger asset and are now ready to move on to the next tutorial!

Troubleshooting

When I go to save the USD file from the USD ROP, I get this error (or similar): Warning: Upgrading crate file </path/to/file/PackedShelves.usd> from version 0.7.0 to 0.8.0: A SdfPayloadListOp value was detected which requires crate version 0.8.0.

You can (most likely) ignore this warning. “Crate” is the name of the USD binary file format. It has been through a number of versions. By default, new files are written in a certain version (at the time of this writing, the “0.7” format). But certain USD constructs can’t be expressed in “0.7” format, so that warning is telling you that it is in fact going to write that particular file in “0.8” format, which means that applications that use an older version of USD that only understands the “0.7” format won’t be able to read this file. This would not be applicable to someone who is using only Houdini.

Solaris

USD

Geometry

  • SOP Geometry I/O

    Details of how Houdini converts SOP geometry to USD, and how you can control the process.

  • Component Builder

    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

  • Edit node

    Interactively transforms prims in the viewer. Can use physics collisions to position props realistically.

  • Layout node

    Provides tools for populating a scene with instanced USD assets. You can place individual components, paint/scatter components in different ways using customizable brushes, and edit existing instances.

  • Custom Layout Brushes

    How to create layout brush digital assets you can use to customize the behavior of the Layout LOP.

Look Development

  • MaterialX

    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).

  • UDIM Paths

    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.

  • Shader Translation Framework

    Describes the Solaris shading framework, including shader node translation to USD primitives.

Karma rendering

Tutorials