This is great. I’ll definitely try to use this workflow for assigning materials to background objects in the scene that might not be in such focus. Thanks for the video!
Great video !! But I am having a problem with a normal map... I don't know where to plug it since I already have a displacement map in the Bump slot ??
Is there no way to assign this without the material assign node? So it isnt that quick I suppose. I care more for neatness and this is also two nodes. looking forward to check your cop videos? thanks for sharing!
I really like your videos, I have learned a lot Bro, a question Is there any chance you can make a tutorial on how to bring a fluid simulation along with textures to Unreal Engine? I've searched for days and days on the internet and I haven't found something that would work for me, it would be great if you could make one.
I don't really use Unreal Engine. Not really sure how attributes and everything would inside of Unreal. I probably wouldn't be much help without quite a bit of RnD
@dspbook1 thanks for your support. You might have trouble finding exactly what you are looking for but you could break it into pieces and it might be easier. Look up how to import fluids. Then attributes and then figure out how to use the two to bring your textures in
Quick answer : Rasterize allows you to project (X axe projection by default) a geometrie on a Cop's plane (2m by 2m surface by default). So from this point of view, you can project silouhette, depth, normal map.etc.. The rasterize setup allows you to change this point of view and also project the UV of your geo. You connect the rasterize setup between the import geo and the rasterize geo. You can also connect a Camera Import Cop on "the camera ref" input to project from an static or moving camera.
I haven’t made the move to karma , still using my old fav Redshift , not yet supported in 20.5, will make the jump and add it to my toolbox at some stage soon.. what major benefits do you see to using the internal renderer … and how is it for speed now , it used to be hell slow compared with redshift. I’m itching to get into 20.5.
I havent had time to test the speed improvements yet but it definitely was slower than redshift. I got a redshift license again because of the speed and lack of noise options in Karma. The major benefit of Karma is just that it is fully integrated and not an extra payment. It will be interesting to see how well redshift implements with Copernicus. If it's not a good implementation that will be a major downside for redshift in my opinion.
Im just in love with the new tools in Houdini 20.5, this things will do my life way EASIER
Thanks for the Copernicus videos! You've definitely saved me a bit of time in figuring out Copernicus basics. :)
Glad you are finding them useful. There will definitely be more
@@InsideTheMindSpace Very, partly because I'm a Houdini beginner-ish. :)
This is great. I’ll definitely try to use this workflow for assigning materials to background objects in the scene that might not be in such focus. Thanks for the video!
Thats a great use for it. Glad you found this useful
I'm just in love with your tuts! You got my like kkk
Really cool!
Great video !! But I am having a problem with a normal map... I don't know where to plug it since I already have a displacement map in the Bump slot ??
Is there no way to assign this without the material assign node? So it isnt that quick I suppose. I care more for neatness and this is also two nodes.
looking forward to check your cop videos? thanks for sharing!
I really like your videos, I have learned a lot
Bro, a question
Is there any chance you can make a tutorial on how to bring a fluid simulation along with textures to Unreal Engine?
I've searched for days and days on the internet and I haven't found something that would work for me, it would be great if you could make one.
I don't really use Unreal Engine. Not really sure how attributes and everything would inside of Unreal. I probably wouldn't be much help without quite a bit of RnD
@@InsideTheMindSpace Oh, right!
Thank you very much for answering anyway!
Your tutorials and projects are great!
@dspbook1 thanks for your support. You might have trouble finding exactly what you are looking for but you could break it into pieces and it might be easier. Look up how to import fluids. Then attributes and then figure out how to use the two to bring your textures in
Thank you so much.
Can you please show what "Rasterize Setup" & "Rasterize Geometry" do? thanks
I will be covering Copernicus in depth in the coming videos. I haven't had time to make them all yet but I assure you they are on the way.
Quick answer : Rasterize allows you to project (X axe projection by default) a geometrie on a Cop's plane (2m by 2m surface by default). So from this point of view, you can project silouhette, depth, normal map.etc..
The rasterize setup allows you to change this point of view and also project the UV of your geo. You connect the rasterize setup between the import geo and the rasterize geo.
You can also connect a Camera Import Cop on "the camera ref" input to project from an static or moving camera.
@@Alex-b2p1v Thank you 🙏🏻
I haven’t made the move to karma , still using my old fav Redshift , not yet supported in 20.5, will make the jump and add it to my toolbox at some stage soon.. what major benefits do you see to using the internal renderer … and how is it for speed now , it used to be hell slow compared with redshift. I’m itching to get into 20.5.
I havent had time to test the speed improvements yet but it definitely was slower than redshift. I got a redshift license again because of the speed and lack of noise options in Karma. The major benefit of Karma is just that it is fully integrated and not an extra payment. It will be interesting to see how well redshift implements with Copernicus. If it's not a good implementation that will be a major downside for redshift in my opinion.
Does the usdrenderrop work for you this way? Because it doesn’t for me!
It worked for me. Perhaps a bug or maybe try dropping another one down.
even though it's good but I'd rather using material builder.
I agree. I will probably still use the material builder more.