Getting geometry attributes in COP networks in Houdini

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  • Опубліковано 21 сер 2024

КОМЕНТАРІ • 25

  • @karimoh3154
    @karimoh3154 27 днів тому +1

    @P = @uv; is just genius. coming from classic 3d workflows this is mind bending. houdini is such a great tool! love it

  • @Maxmax10050
    @Maxmax10050 3 місяці тому

    I was looking for this for ages, thank you much!

  • @MitzuTa
    @MitzuTa 10 місяців тому +2

    this is gold! thank you very much! -immediate subscription;)

  • @gulagwarlord
    @gulagwarlord 3 роки тому

    This is amazing, just what I've been looking for.

  • @antoniopepe
    @antoniopepe Рік тому

    thanks for this new workflow 👍

  • @dj_multiple_one
    @dj_multiple_one 2 роки тому

    Very good and rare tutorial!

  • @SantiagoAPiano
    @SantiagoAPiano 4 роки тому +1

    this is pure gold, thanks a lot, you won an active sub :)

  • @damegamisama
    @damegamisama 2 роки тому +1

    Insane! Thank u a lot!

  • @travislrogers
    @travislrogers 4 роки тому

    Great technique, thanks for sharing this!

  • @lotuseaters
    @lotuseaters 3 роки тому

    thanks so much for explaining this!

  • @bombomb_001
    @bombomb_001 4 роки тому

    REALLY HELPFUL!

  • @wouttengrootenhuysen5137
    @wouttengrootenhuysen5137 4 роки тому

    Thank you !!

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN 4 роки тому

    thank you

  • @user-cf9qd2mz7l
    @user-cf9qd2mz7l 4 роки тому

    !!! THANK U !!!

  • @SveGalabov
    @SveGalabov 3 роки тому +1

    Thank you, thats great! Do you know how can we achieve that when having an object with UDIM :)?

  • @workflowinmind
    @workflowinmind 4 роки тому

    Why do you flatten the geo in UV Space ? Why not pipe uv in XYZDist?

    • @Ramt33n
      @Ramt33n 3 роки тому +1

      because he wanted to sample primitives that are closest to the pixels which are in UV space already!

  • @pawpotsRS
    @pawpotsRS 3 роки тому

    what if you have multiple material ID?

  • @Titirez5
    @Titirez5 4 роки тому

    Does anyone know how to get the result from a copnet into unreal engine 4? I created a digital asset with the setup from this video, imported it to UE4, geometry looks ok, but the texture (the output from copnet) is not created. I know how to manually export the copnet result from houdini, but I would like the hda to do that. Is it possible?

    • @Titirez5
      @Titirez5 4 роки тому

      @@RenderEverything Yes. I found this video ua-cam.com/video/U4uLy1P3X4g/v-deo.html but it's not exactly what I want. This just outputs the vertex color data to a texture. I need the copnet data.

    • @RioRoye
      @RioRoye 4 роки тому

      @@Titirez5 use the SideFX Labs Map Baker, it writes out attributes directly to UV space textures.

  • @nicolaastanghe475
    @nicolaastanghe475 Рік тому

    annyone know how you can use something like @Y on a normal node like dilateerode ?

  • @franckviennois
    @franckviennois 4 роки тому

    Hi, I can't find the point split node, is there something I missed ?

    • @zdspider6778
      @zdspider6778 2 місяці тому +1

      Because you need to be inside a Geometry node. It's not available in a COP2 network. Compositing deals with pixels not points. Points are a Geometry thing.

    • @franckviennois
      @franckviennois 2 місяці тому

      @@zdspider6778 Thank u for your answer