Houdini Resources

Updated on June 26  2024



Deborah R. Fowler



Houdini Shading

Posted Jan 25  2025
Updated Jan 25  2025


Karma shaders - when working in Karma there are two options for Karma cpu (Karma xpu is not guarantee to respect principled shader)
Mantra shaders
If you understand shaders in any renderer, it is a matter of applying the same principles here.
Metal has the spec color of the metal, i.e. gold has a gold spec color. Plastic is white. Metal is highly reflective, little to no diffuse.

Reference, Reference, Reference - look at the material you are trying to mimic. Preferably a real object, or if not possible, a photograph.

History: In H16.5 and up there are two context for shaders and a convenience of creating them. These are the mat, shop and Material Palette. When you drag a pre-set shader onto the Palette, you are really creating a material node in the /mat context.

One super cool new feature in H16.5 is the ability to bevel edges in the shader, not the geometry. It is in both the principled and the classic shader under the Bump & Normals tab. (Similar functionality in Redshift as well).

Assigning shaders is covered in the section on Lights-RenderBasics.html

Let's also talk about textures and uvs in the section on Overview-UVs.html