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Part 1 Part 1 — Essential USD/Solaris Attributes — Preparing Geometry for Solaris 🟢

Part 2 Part 2 — HDA Solaris USD Prep Stage 🟡

Part 3 Part 3 — HDA LOP Scatter with Proxies 🟡

Part 4 Part 4 — HDA Solaris Master Material v1.01 🟢

Part 5 Part 5 — Karma and USD Render Visibility (Not the same) 🟡

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A first iteration of the Master Material (MM) workflow from Unreal Engine, brought into Solaris. The goal is a reusable, procedural material framework that combines texture inputs, constant values, and procedural effects to add variation and surface detail. By centralizing common material properties in a single, flexible system, it simplifies material creation, encourages reuse, and provides a consistent starting point for building a range of materials.

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Download (the HDA is only visible inside a material network):

vop_re1mon_Solaris_MasterMaterial.hdalc

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                             HOUDINI OVERSIMPLIFIED       
                             SOLARIS MASTER MATERIAL
                                    re1mon  
       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%........:%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%=%%%%%%#...%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..%%%%%%%%%%%..%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..%%%%%%%%%%%%%..%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..%%..=%%%-..%%..%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..%....#%#....%..%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..%%%%%:.:%%%%%..%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%....-%%%%%%%-....%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%......%%%%%......%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%...................#%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%.....................%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

## 1. Texture Tiling

Enable Triplanar
- Enabled: Enables Triplanar mode
- Disabled: Uses default UV Tilling

Controls the tiling scale of the textures used by the material.
- Tiling: Adjusts the texture tiling scale.
- Break Tiling: Introduces variation to the texture tiling.

## 2. Albedo

Albedo Color Mode
Choose the source of the albedo color.
- Constant: Uses a manually defined color.
- Texture: Uses an albedo texture map.

Enable Albedo Break up
- Enabled: Adds variation to the base color, helping break up uniform surfaces.
- Disabled: Preserves the original albedo without additional variation.

Enable Procedural Edge Highlight
- Enabled: Adds edge highlights to emphasize surface details.
- Disabled: Disables the procedural edge highlight effect.

## 3. Ambient Occlusion

AO Mode
Select the ambient occlusion source.
- None: Disables ambient occlusion.
- Texture: Uses an ambient occlusion texture map.
- Procedural: Generates ambient occlusion procedurally.

## 4. Roughness

Roughness Mode
- Constant: Uses a manually defined roughness value.
- Texture: Uses a roughness texture map.

## 5. Metalness
- Enabled: Defines the material as metallic.
- Disabled: Defines the material as non-metallic (dielectric).

## 6. Normal

Select the normal source.
- Constant: Uses a constant normal value.
- Texture: Uses a normal texture map to add surface detail.

## 7. Displacement

- Enabled: Uses displacement to modify the surface.
- Disabled: Disables displacement.

## 8. Emission

Emission Mode
Select the emission source.
- Constant: Uses a manually defined emission color and intensity.
- Texture: Uses an emission texture map.

## 9. Subsurface Scattering

Subsurface Mode
- Constant: Uses manually defined subsurface properties.
- Texture: Uses a subsurface texture map.
- Procedural (Albedo): Derives the subsurface properties from the albedo.

## 10. Custom AOV

- Export Color: Export @Cd AOV
- Export Custom AOV: Allows to import custom attributes

hos_solaris_part4_MM_gerardojustel_Re1mon_red.mp4

image.png

image.png

Assign the Materials

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Disclaimer: This HDA is designed to be controlled through its own parameter interface. USD offers workflows for creating material variations, but translating the HDA controls into editable USD Material inputs requires additional setup.

For this workflow, keeping the HDA as the main material interface is recommended. It preserves the procedural controls, keeps the material logic centralized, and avoids duplicating parameters across separate interfaces.

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LOP Material Library creates the materials based on re1mon_solaris_mastermaterial.

LOP Material Linker assigns those materials intuitively.

Materials Loaded

Materials Loaded

Inside LOP Material Library

Inside LOP Material Library

image.png

LOP Material Linker used to assign materials

LOP Material Linker used to assign materials