Is there a way to display colors and textures of a Redshift material in the Houdini viewport using the new Vulkan renderer?
This used to be possible with the deprecated OpenGL viewport (see: https://www.youtube.com/watch?v=i8v0iObThds)
It seems, this is no longer possible with Vulkan.
In the Houdini documentation it sais that "Custom GLSL shaders aren’t supported for Vulkan. Instead, use MaterialX."
https://www.sidefx.com/docs/houdini/props/material.html [www.sidefx.com]
Am I stuck using the deprecated OpenGL if i want to display Redshift textures in the viewport?
ChatGPT mentioned that I need to switch to using MaterialX but is there a way to render those materials with Redshift?
Thanks for the help,
Nico
Houdini 21.0.596
Redshift 26.3.0
Viewport colors/textures of a Redshift material using Vulkan
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- Nico_M
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- malexander
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What is shown in that video isn't using custom GLSL shaders, but GL material parameters. Those should still work in Vulkan in H21. Add the GL parameters you need directly on the material node that's being referenced (not child nodes or input nodes) and the material manager should pick them up.
We deprecated custom (hand-coded) GLSL shaders with Vulkan because they were very fragile and difficult to maintain and code, as the author was also responsible for instancing, standard viewport visualizations, selection display, fetching values for different attribute classes, and vertex projection. GLSL also differs quite a bit between OpenGL and Vulkan. MaterialX handles all of this by generating all that boilerplate code on the fly, incorporating any new features and changes we've done in later versions. It's much more robust overall.
We deprecated custom (hand-coded) GLSL shaders with Vulkan because they were very fragile and difficult to maintain and code, as the author was also responsible for instancing, standard viewport visualizations, selection display, fetching values for different attribute classes, and vertex projection. GLSL also differs quite a bit between OpenGL and Vulkan. MaterialX handles all of this by generating all that boilerplate code on the fly, incorporating any new features and changes we've done in later versions. It's much more robust overall.
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- Nico_M
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Thank you for the clarification, malexander.
After doing some tests with Karma XPU, I decided to switch from Redshift to Karma XPU to take advantage of all the cool new features of MaterialX. I hesitated switching but now I have the feeling that MaterialX has all the features that I need. This should future-proof my projects, too.
Thanks!
After doing some tests with Karma XPU, I decided to switch from Redshift to Karma XPU to take advantage of all the cool new features of MaterialX. I hesitated switching but now I have the feeling that MaterialX has all the features that I need. This should future-proof my projects, too.
Thanks!
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