Houdini Resources

Updated on June 26  2024



Deborah R. Fowler



Houdini Lighting - Solaris/Karma

Posted Dec 2  2019
Updated on Dec 8  2019

Render Basics - Karma

Assigning a shader (desktop Solaris view):

http://www.sidefx.com/docs/houdini/nodes/lop/assignmaterial.html

To assign a shader to your object use can use the assignmaterial node (also called a lop) or the materiallibrary lop.

This assumes you are in the lopnet (or stage) context and you have set up your scene for lighting using USD. You will also need an available material.

materialibrary - to create materials, dive inside this node - you can copy them from the /mat context or tab create, for example principled or classic.
Option 1: Click Auto-fill Materials. Drag your mesh to the geometry path.
Option 2: Use the assignmaterial by dragging the mesh you want to assign to the primitive and dragging the material from the Scene Graph Tree.

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ADVANCED TIP: Similar to Mantra, you can override properties of the classic shader. In this case you create a vexpression and bind it to the parameter. You must promote the parameter first.
This also works with the principledshader but the property is basecolor not diff_color.

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To promote a parameter

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Shadows:

Lightmixer: allows you to manipulate lights easily, including solo and disable - there is also a sheet tab if you have many many lights (similar to the old data tree)

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There is also a lightlinker
In the figure I have two rules, one enabled to turn the light off of the sphere.

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see also H18 Launch Presentation at timestamp 28:02


Shadow masks - can do this in the lightlinker ALT drag the lights into the middle to get the shadow linking properties (it will appear purple rather than gray)

Render Nodes - Karma settings

For the preview render in the viewport, you can hit d and it will bring up the options. For quick preview set samples to 2.

TIP: remember to create your render folder AND to specify your Images/Output Picture (it defaults to ip which does not work)

For an actual render - note the karma lop (node). Specify where you want to save the image and then click Save to Disk. This will create your rendered image (a process husk.exe is run)

NOTE: you must create your render folder manually as of H18.0.287 unlike mantra which creates it for you automatically

TIP: create your render folder AND to specify your Images/Output Picture (it defaults to ip which does not work, but you can use the dropdown menu)

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