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.
>>> 
>>> 
>> 
>> 
>> 
> 

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