This is another noob question. I tried reading through the various threads regarding this topic but I can't find a really good answer to this.
In XSI we used to have quite deep hierarchies with several SRT nulls/locators to control the individual parts of an asset. Material assignments were done per object or on groups of objects. Maya works similar.
What's the preferred way in Houdini to deal with large hierarchies/complex Assets, especially in regards to material assignments? There are so many ways to do this, but I suppose there must be a best practice common to most companies?
So far I've found the following ways:
- Classic hierarchy using only subnets, no nulls. Material assignments at object level
- Classic hirarchy with subnets and nulls
Materials would be applied similar to above.
These two methods can also be quite confusing with the Show/Ghost/Hide objects mode of the viewport. Although maybe that's just something one hast to get used to.
- Flat hirarchy, only one subnet with nulls for hirachy
To be fair, I only recently discovered the Input/Output mode for the tree view which does help a lot to navigate these networks.
All of these methods have the problem that Houdini doesn't seem to be very comfortable with lots of objects in separate object networks. For example I only recently discovered that you can't instance subnets in the viewport? How would you use such assets for large scene layouts? Or it's not possible to edit the mesh of two geometries at the same time.
- Everything in SOPS using groups and transforms
Apply materials with material SOPs.
But building a flexible hirarchy here is almost impossible. You would need to build an inverse tree with merge and transform sops. There is no way to select the transform sops in the viewport. You can't move the transforms without the input objects (child compensation). Also transforming things in SOPs is much slower than on the object level i think? So of course for animation this really isn't an option (or is it?). So I think the only time this would be useful is when you're absolutely sure you don't want to transform things anymore in SOPs and don't care about the original hirarchy.
- A combination. Use hirarchy for animation/transforms and a single Geometry for material assignments
- any other way ?
I've attached a small example scene. Any pro tips and hints here would be greatly appreciated!
Cheers!



