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.
>> 
>> 
> 
> 
> 

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