Enrique De la Garza
edlgm
About Me
CG Supervisor by day, Amateur Character Artist and Pipeline Dev by night
EXPERTISE
CG Supervisor
INDUSTRY
Advertising / Motion Graphics | Design
Connect
LOCATION
Los Angeles,
United States
WEBSITE
Houdini Skills
Availability
I am currently employed at Frame48
Recent Forum Posts
Relative path for string primvar in Mtlx Shader April 8, 2026, 8:46 p.m.
tamte
Id assume that if you author asset type primvar then it should be managed like any other asset path in LOPs
If you are authoring it from SOPs you can do that in SOP Import and specify your attrib in Asset Path Attributes instead of keeping it just as string
That was it! Thank you Tomas!
Relative path for string primvar in Mtlx Shader April 8, 2026, 12:29 p.m.
Hello!
Is there any way to have relative path string primvars used in a shader actually resolve either by using some sort of Context option or other dark magic I'm not aware of?
Say for instance if I had an asset authored with string primvars and I moved it to a different server location I would like to point the string primvar to something like "my.usd/../../textures/my_texture.png"?
It seems like USD would have a tough time resolving this but I'd love to be wrong.
Is there any way to have relative path string primvars used in a shader actually resolve either by using some sort of Context option or other dark magic I'm not aware of?
Say for instance if I had an asset authored with string primvars and I moved it to a different server location I would like to point the string primvar to something like "my.usd/../../textures/my_texture.png"?
It seems like USD would have a tough time resolving this but I'd love to be wrong.
how to use normals from attributes on an agent? Jan. 22, 2026, 3:09 p.m.
cwhite
This is a limitation with Hydra currently - it doesn't perform skinning on the normals and instead flags them as needing to be recomputed after the deformation
A workaround is using the Bake Skinning LOP which does support deforming normals, with the downside of the skinning being baked instead of happening at render time
Was this ever resolved? We are also trying to avoid using the Bake Skinning LOP for some of our assets with a ton of points.