Philo Calhoun


About Me

United States


Recent Forum Posts

parameter node still broken in material builder Jan. 26, 2022, 1:08 a.m.

Adding the two additional nodes seems to obviate the need to add the additional displacement nodes. I'm not sure why that fixes it without all the additional displacement nodes. In the SideFX tutorial, none of this was necessary, but maybe things changed between Houdini 16 and 19 that broke some defaults.

How can i collapse several nodes in single one like maya? Jan. 25, 2022, 8:59 p.m.

I think Tomas was saying it is pretty much always a bad idea to delete the history. You can't delete just a few nodes. You can freeze a node and delete the upstream nodes, but all that does is make any changes impossible and bloat the file. The whole point to Houdini is that it is procedural. If you want to use it as a non procedural modeler, it works fine, but there is no reason to delete the nodes for that either. You can right click on the terminal node and export it and then create a new Houdini file and just import what you exported. But generally the issue is you don't want to look at the node tree, because it is complicated. The options I mentioned will make it less complicated. You can color code nodes or change the shapes. You can take a series of nodes and make them a network and collapse that. You can make a subnet out of a bunch of nodes. If the crossing wires get really complicated, add an object merge node and just reference the terminal nodes from a chain of nodes and go from there. It is pretty easy to make things look more readable.

parameter node still broken in material builder Jan. 25, 2022, 8:32 p.m.

I did notice there was an issue combining a material without a displacement context for the shaderlayer export with one that used displacement. It caused the model to explode. After adding 'displace' to the contexts on the layer struct, it worked fine though.

I wonder whether that is the issue with my file. You are saying you can't use layer mix with two material builders or a material builder plus a principled shader if one of them has displacement and the other doesn't unless you add some displacement nodes to the one that has no displacement? Also, why did you add the two additional nodes after the layer mix in your original example? Without them, it fails even with an extra uv coordinates node. See attached Houdini file. One object that has the additional nodes renders fine. The one that is similar to the SideFX tutorial but with the extra UV coords node fails.