"SHOPs are obsolete as of Houdini 16."

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looking at the documentation and the “whats new” I keep seeing that SHOPs are obsolete, yet I find almost no information on moving away from using shops.
right now its pretty straight forward to create SHOPs and set them up automatically in python scripts, I am finding almost no information on how to move away from using them and moving to the “VOP-based shader workflow”
is there any place to read how to migrate to this new method? How do I create materials through python in the /mat network? Every example I find still uses SHOPs, even the sidefx FBX importer.
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Material Networks.

https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/ [www.sidefx.com]
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BabaJ
Material Networks.

https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/ [www.sidefx.com]

any pointers on how i can construct these automatically through python?
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Do you know how to set up material networks manually first?

Then maybe you could then do it with python?

I'm not well versed in python.

Perhaps you could give a simple example of how you normally do it in shops,

and someone could suggest how it might be altered for material network.
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Do you know how to set up material networks manually first?

Then maybe you could then do it with python?

I'm not well versed in python.

Perhaps you could give a simple example of how you normally do it in shops,

and someone could suggest how it might be altered for material network.


well, in python:
hou.node("..").createNode("shopnet")
that will make a sopnet I can then do things with, how do I get out of the obj context and into the mat context?
I'll go through the new tutorials
Edited by asmischney - May 8, 2019 12:40:06
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hou.node("/mat").createNode("materialbuilder")
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mkps
hou.node("/mat").createNode("materialbuilder")
awesome, that should open the way for me.
right now I am learning about how the new shader stuff works in houdini.
I really only need a simple diffuse shader with nothing fancy.

Thanks so much, houdini sure is an adventure to learn!
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In case you don't know already, you can also find out the material node's type if you drop down the material, drag it into the python shell and write after it “.type().name()” and it will return the type name. ie:

hou.node('/mat/principledshader1').type().name()
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mkps
In case you don't know already, you can also find out the material node's type if you drop down the material, drag it into the python shell and write after it “.type().name()” and it will return the type name. ie:

hou.node('/mat/principledshader1').type().name()
very helpful!
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