Thanks for this tutorial, coming from substance designer this feel just right. You could have made this paid but you gave us free so thank you very much
Very nice tutorial. For us that have been around a bit through Substance's dramas(years), SDFs and geometry available in context is powerful and innovating, so awesome. Connected right into the Houdini Engine in Unreal. I love we can keep everything as well as Smart Materials in our HDAs now crossing back and forth. For others, most all these nodes in COPS are opens source OpenCL right in the node(FractalNoise etc), so it's all OPEN for extension etc to push the limits and tune things!
yeahhhh!!! i admire you a lot !!! always testing houdini. Thanks for that!!! Copernicus its a game changer , im waiting for more and more stuff like this !!
Hi, that is very impressive. I've never used substance so wasn't sure what to expect from copernicus, but this example shows it's power and range. Various animals also seemed to approve of this video :)
I can only assume that 'hypot' is short for hypotenuse, which I would then assume functions as a modified Add function... perhaps a different interpolation as the results look identical in this case.
As for today, on MacOS, Vulkan isn't supported. Anyone on MacOS following this tutorial might wonder why the viewport does not change when the heightmap is connected to the Preview Material node. This is a bug. If you render the scene with Karma, the height will show, so the information is there, just not shown when you're on OpenGL (as Vulkan isn't available). An additional bug is that the viewport now runs at like 13 fps, whereas in H20, grooming almost a million of hair gave me 50+ fps
Following your tutorial, but when you start applying color to the texture in the first Mono to RGB node, I can only enter 6 values instead of the eight shown in your video. My precision is set to 32-bit, so I don't know what's going on. So far, it's a good tutorial! Thanks.
I am not sure what's going on in there, because hex colors should have only 6 values. Some bug maybe, sorry about that. In this case the colors are not really important, just pick what feels nice to you. Cheers
HYPOT stands for hypotenuse, but I have yet to understand how it works here, even after this: "Hypot Channel-wise, takes the length of the vector formed by the foreground and background channels."
the rooster in the background - is magical
The guy was giving tips!
cgside : does anything
rooster : KOOOOKOOOOOOORYKUUUUUUUUUUUU
Thanks for this tutorial, coming from substance designer this feel just right. You could have made this paid but you gave us free so thank you very much
Very nice tutorial. For us that have been around a bit through Substance's dramas(years), SDFs and geometry available in context is powerful and innovating, so awesome. Connected right into the Houdini Engine in Unreal. I love we can keep everything as well as Smart Materials in our HDAs now crossing back and forth. For others, most all these nodes in COPS are opens source OpenCL right in the node(FractalNoise etc), so it's all OPEN for extension etc to push the limits and tune things!
Far out ! This is amazing !!! How powerful !!! Thank you so much, man !!!
Great introduction to Copernicus, thank you!
Thank you for great tutorial! I love the sounds of birds and a rooster in the background 😊
yeahhhh!!! i admire you a lot !!! always testing houdini. Thanks for that!!! Copernicus its a game changer , im waiting for more and more stuff like this !!
Hi, that is very impressive. I've never used substance so wasn't sure what to expect from copernicus, but this example shows it's power and range. Various animals also seemed to approve of this video :)
this is an amazing tutorial!!! look forward to more creative tutorials of cops!!!! thank you!!!
Well done👌
Wow this is great, you learn fast!
Amazing tutorial as Always!
awesome!! someday could you explain fabric texutre in cops??? : )
I can only assume that 'hypot' is short for hypotenuse, which I would then assume functions as a modified Add function... perhaps a different interpolation as the results look identical in this case.
As for today, on MacOS, Vulkan isn't supported. Anyone on MacOS following this tutorial might wonder why the viewport does not change when the heightmap is connected to the Preview Material node. This is a bug. If you render the scene with Karma, the height will show, so the information is there, just not shown when you're on OpenGL (as Vulkan isn't available). An additional bug is that the viewport now runs at like 13 fps, whereas in H20, grooming almost a million of hair gave me 50+ fps
Leather turned out really nice.
Would you show how to export the textures next time?
It's really simple. Just use a rop file output node or the op syntax to use in karma.
@@cgside Ah thanks, thought you might've had to do a more automated setup.
Following your tutorial, but when you start applying color to the texture in the first Mono to RGB node, I can only enter 6 values instead of the eight shown in your video. My precision is set to 32-bit, so I don't know what's going on. So far, it's a good tutorial! Thanks.
I am not sure what's going on in there, because hex colors should have only 6 values. Some bug maybe, sorry about that. In this case the colors are not really important, just pick what feels nice to you. Cheers
how do you export the result as a texture map?
rop image output, or the "op:" syntax if you're rendering inside houdini.
Can you share your Houdini UI? Looks sleek.
github.com/mruegenberg/HoudiniFlatThemes
HYPOT stands for hypotenuse, but I have yet to understand how it works here, even after this:
"Hypot
Channel-wise, takes the length of the vector formed by the foreground and background channels."
NNNNNNNNNNNNNNice tutorial~~
Awesome stuff!! Thank you so much… 🫶🫶🫶🫶