Artur J. Żarek
ajz3d
About Me
EXPERTISE
Generalist
INDUSTRY
Design | Gamedev
Houdini Skills
ADVANCED
Python
INTERMEDIATE
Procedural Modeling | Digital Assets | Solaris | Karma | PDG | VEX
BEGINNER
Environments | Character Rigging | Motion Editing | Animation | Hair & Fur | Cloth | Lighting | Pyro FX | Destruction FX | Realtime FX
Availability
I am available for Full Time Work
Recent Forum Posts
Houdini 22 Sneak Peek June 10, 2026, 7:14 p.m.
Any info about the changes in system requirements of H22, notably VRAM? I'm already somewhat struggling with VRAM limitations, because my current GPU is "slightly" below Houdini 21's VRAM requirements (8GB vs 12 GB), so working with COPs and KarmaXPU slowly becomes difficult. Therefore, I'd love to know this information beforehand, so I can upgrade to H22 without any surprises.
Different Mtlx Constant or Image for specific UDIMs? May 28, 2026, 7:26 a.m.
tamteThanks for pointing this out, Tamte. Indeed, this solution feels more elegant and theoretically should work, but for some reason it doesn't and I'm currently trying to figure out why.
you should be able to just use MtlX UDIM Patch node directly in the shader to get UDIM number from provided texture coordinate value
As I understand it, hmtlxudimpatch is supposed to return an integer value of the currently processed patch (polygon?). If I replace mtlxgeompropvalue (which reads udim_tile primvar) with this node, and feed it into one of the value inputs of the mtlxifequal VOP, it
In the setup with hmtlxudimpatch, mtlxifequal matches UDIM 1001 when last_udim_tile mtlxconstant VOP is set to 1001. If it's set to any other UDIM tile, mtlxifequal returns false. Which is strange and suggests that hmtlxudimpatch always returns 1001.
Is there some additional step I'm missing here?
Different Mtlx Constant or Image for specific UDIMs? May 26, 2026, 6:37 p.m.
Okay, I managed to solve it in the following way:
First I created a
First I created a
udim_tilefor each SOP primitive (using Labs UDIM Tile Number SOP). Then I read this attribute with Mtlx Geometry Property Value VOP and compared it with my target UDIM (the one I want to be using a different base color) with Mtlx If Equal VOP.