The material SOP sets the ‘shop_materialpath’ attribute on primitives. This attribute has a higher priority than object level material assignment. Same with Softimage actually, a material assigned to a cluster is not overridden by it’s object material.
Andy > On Mar 11, 2015, at 12:33, Cristobal Infante <cgc...@gmail.com> wrote: > > Another thing to note, if you apply materials inside the objects subnets then > the material applied on the object level has no effect. > I am really just getting started with rendering but this was quite surprising > coming from xsi ;) > > C > > On 11 March 2015 at 09:50, Cristobal Infante <cgc...@gmail.com > <mailto:cgc...@gmail.com>> wrote: > Materials in houdini are essentially applied per polygon (primitives in > houdini). Check the details view of a geometry that has a material, and the > select the primitive icon. You will see each individual poly has got the > material applied to it. > > By the way, the Details View panel is your best friend. If you are not using > it, you are not using houdini very well ;) > > C > > On 10 March 2015 at 19:08, Jordi Bares Dominguez <jordiba...@gmail.com > <mailto:jordiba...@gmail.com>> wrote: > You will certainly use them a lot as you will have surely many streams of > data (a bit like if you had in one single object multiple parallel operator > stacks that you can blend/merge/dispose/etc… > > My take is to try to do things at object level due to easiness with for > example transformations, material assignment, scene optimisation and LOD. > > For example, every component of a wheel of a car I separate and make objects > and have a hierarchy, this allows me to do very quick low resolution objects > out of big ones. Transformations are much faster and ultimately I can do > clever camera based hiding and what not. > > Also given I use bundles a lot having objects is very convenient as I can do > text searches that bring the objects to the bundles so it is a major win > after a bit of a slow prep time of course. > > So I would say my best friend is “object merge” operator rather than merge. > > ;-) > > hope it helps > jb > >> On 10 Mar 2015, at 17:47, Jason S <jasonsta...@gmail.com >> <mailto:jasonsta...@gmail.com>> wrote: >> >> (see addendums in bold) >> >> On 03/10/15 13:32, Jason S wrote: >>> On 03/10/15 12:15, Christopher Crouzet wrote: >>>> This is a core concept when you have to deal with such graphs—it is so >>>> essential that the `Merge` node is probably one of the most used nodes in >>>> Houdini. >>> I can understand why, whether for optimization, [or] manageability >>> purposes. >>>> Groups in Houdini share roughly the same purpose than clusters from >>>> Softimage. >>>> They are a core concept in Houdini as every node understand them. What you >>>> can do with clusters, you can do with groups, and much more out of the >>>> box. >>> I can imagine, as core [or as basic of a concept] as in Soft I would >>> assume. [or so it would seem] >> >> And thanks for the, I think important clarification. >> >> > > >