Lops Lighting Quickstart - Houdini and CG tips
You have a scene that you're just about to start rendering in Redshift/Mantra/Arnold, but you're keen to give Karma a try? Don't wanna learn all that prim/reference/sublayer/delegate stuff all the USD nerds talk about? Hopefully this will get you started. USD jargon is unavoidable at some point, but I think its possible to dive in without getting too caught in the weeds. The aim here is to take a /obj, /mat, /rop setup, and port it to Lops as painlessly as possible, while picking up some basic USD concepts on the way. This whole thing should be 20 mins at the max. Lets gooooo! If you've rendered anything in Houdini before, you're probably used to a setup like this: Familiar sure, but if you think about it, doesn't really play to any of the strengths of houdini's node network way of thinking. One of the goals of Lops is to unify this, so that you can combine everything into a single network: Neat right? "Whatever," you say, "It's the same nodes in a different skin, big deal". But think
Lops Lighting Quickstart - Houdini and CG tips Skip to content Return to top Lops Lighting Quickstart Overview You have a scene that you're just about to start rendering in Redshift/Mantra/Arnold, but you're keen to give Karma a try? Don't wanna learn all that prim/reference/sublayer/delegate stuff all the USD nerds talk about? Hopefully this will get you started. USD jargon is unavoidable at some point, but I think its possible to dive in without getting too caught in the weeds. The aim here is to take a /obj, /mat, /rop setup, and port it to Lops as painlessly as possible, while picking
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