Chris Rydalch
goldleaf
About Me
Member of R&D team at SideFX, working to improve Solaris and Karma workflows in Houdini. Spent the previous 10+ years in FX, crowds, animation, character fx, and pipeline departments for feature animation.
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Houdini Skills
Availability
Not Specified
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SideFX Staff
Since Sep 2007
Intern Alumni
2011
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Recent Forum Posts
Force USD Preview Surface in OpenGL Viewer with 19.5 Feb. 6, 2026, 9:35 a.m.
That ordering can't be dynamic; however Houdini 21.0 does offer a new control for Viewport materials. Inside of a Builder node, you can put down the "Houdini Viewport Material Output", and connect it's surface input to a Preview Surface or MaterialX surface shader. This creates an `hview:surface` out, which is the highest priority used by the Viewport when searching for a material. Hopefully this helps!
Adding AOVs to existing mtlx shaders Jan. 15, 2026, 10:56 a.m.
This is not something vanilla MaterialX materials can really do yet; the Karma Material Builder supports this via the Karma AOV VOP (https://www.sidefx.com/docs/houdini/nodes/vop/kma_aov-2.0.html), which you connect to the builder's output node; Material Library then sets up the Render Var, and the downstream Karma Render Settings should pick that up, and it should show up in the render.
Editing materials to add AOVs isn't super practical right now; hopefully materials-based AOVs will become more standardized/prevalent/supported in MaterialX/UsdMaterialX.
Hope this helps!
Editing materials to add AOVs isn't super practical right now; hopefully materials-based AOVs will become more standardized/prevalent/supported in MaterialX/UsdMaterialX.
Hope this helps!
Karma Ramp Doesn`t Work Jan. 15, 2026, 10:53 a.m.
Instead of the ramp parm, try the Karma Constant Ramp VOP (https://www.sidefx.com/docs/houdini/nodes/vop/kma_rampconst.html), see if that works for you.