And the drag and drop mechanism works on the OBJ level, therefore I try to minimise the amount of “cluster like” approaches and operate at Object level as much as I can.
hope it helps jb > On 11 Mar 2015, at 11:47, Andy Goehler <[email protected]> wrote: > > 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 <[email protected] >> <mailto:[email protected]>> 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 <[email protected] >> <mailto:[email protected]>> 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 <[email protected] >> <mailto:[email protected]>> 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 <[email protected] >>> <mailto:[email protected]>> 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. >>> >>> >> >> >> >

