How to use A23D PBR Textures in Houdini
This guide explains how to import and apply A23D PBR texture maps in Houdini using either the Principled Shader (Mantra and Karma CPU) or MaterialX (Karma CPU and XPU).
1. Download and Extract the Texture Set
- Sign in to your A23D account.
- Browse to the texture asset you wish to use.
- In the Software dropdown on the asset page, select Houdini. A23D automatically delivers the PBR texture set in the format best suited to Houdini (JPG maps) - no manual format selection required.
- Click Download, save the
.zip, and extract it. You'll find:A23DTEX_Albedo.jpg- Base colorA23DTEX_Normal.jpg- Tangent-space normal mapA23DTEX_Roughness.jpg- Surface roughnessA23DTEX_Metalness.jpg- Metallic valuesA23DTEX_AmbientOcclusion.jpg- Ambient occlusionA23DTEX_Height.jpg- Height / displacementA23DTEX_Opacity.jpg- Opacity (where applicable)
2. Create a Material
Option A - Principled Shader (Mantra / Karma CPU)
- Open the Material Palette or dive into a
/matnetwork. - Drag a Principled Shader into the network.
- Double-click the node to open its parameters.
Option B - MaterialX Standard Surface (Karma CPU and XPU)
- In a Solaris (LOP)
/materialslibrary, create a MaterialX Builder subnet. - Inside, add a MtlX Standard Surface and a MtlX PBR Texture Set VOP. The PBR Texture Set node organizes all PBR maps in one place and connects directly to the Standard Surface inputs.
Why MaterialX? SideFX recommends MaterialX as the future of shading in Houdini. Karma XPU (GPU) only supports MaterialX shaders, while Karma CPU supports both Principled Shader and MaterialX.
3. Load A23D Texture Maps
In the chosen shader, load each A23D map into the matching slot:
| Houdini Shader Parameter | A23D Map to Use | Notes |
|---|---|---|
| Base Color / Albedo | A23DTEX_Albedo.jpg | Load into the Base Color slot. Set Color Space to sRGB. |
| Ambient Occlusion | A23DTEX_AmbientOcclusion.jpg | Multiply with Base Color in the shader network for added contact shadow. |
| Normal Map | A23DTEX_Normal.jpg | Wire through a Normal Map VOP (Tangent Space). Set Color Space to Raw / Linear. |
| Roughness | A23DTEX_Roughness.jpg | Plug into Roughness. Color Space = Raw. |
| Metallic | A23DTEX_Metalness.jpg | Plug into Metallic. Color Space = Raw. |
| Height / Displacement | A23DTEX_Height.jpg | Connect to Displacement input on the shader, or Material Output Displacement in Solaris. |
| Opacity | A23DTEX_Opacity.jpg | Wire to Opacity. Color Space = Raw. |
4. Apply the Material to Your Geometry
At the Object level (Mantra / Karma CPU)
- Select your object.
- In its Render tab, set the Material parameter to your new shader.
In Solaris (USD) for Karma
- Add an Assign Material LOP, point its primitives to the geometry path, and set the material to your MaterialX shader.
5. Preview and Render
- Enable Material Shaders in the viewport to preview the applied textures.
- For displacement:
- Enable Subdivision and Displacement in the object's render properties, or set displacement bound in the MaterialX shader.
- Increase mesh subdivision quality where the silhouette must follow the height.
- Render with Karma, Mantra, or Redshift.
Additional Tips
- Use the MtlX PBR Texture Set VOP in MaterialX to keep all maps organized in one node.
- For Redshift, an
RS Standard Materialaccepts the same A23D maps - base color, roughness, metalness, normal, displacement, opacity. - Adjust UVs in SOPs if textures look distorted on the model.
Additional Resources
For more shader network details, refer to SideFX's official documentation:
Principled Shader - Houdini Help
Karma User Guide - Materials
Using MaterialX in Solaris
Need some help?
Contact our team at support@a23d.co