Hey folks, as pointed out in the comments, the channel copy is a bit of an odd node to use. I did a follow up video here looking at an alternative way to shuffle channels with a VOPCOP which you may also find useful. ua-cam.com/video/jQt2WKRTuQs/v-deo.html
Yep agree the interface here really needs an update. This is a real pity as easily swapping channels is a fundamental operation for both compositing and for channel packing in games.
really cumbersome for simple channel append, and I dont have color in my final out, they are all in the red channel, how do you put them in the G and B ?
When you say they are all in my red channel do you mean masks from a heightfield? If so you can bring them into cops using a sop import node. Hit the import planes button and if you check the image plane viewer (this is above the viewer and will be set to C by default) in the viewport you should be able to look at each one in the viewport. The masks should show up in the channel copy and you can use the technique in the video to shuffle them. Hope this helps.
@@benox50yes heightfield output is good for direct output disk . If you need to adjust in cops you would need to channel copy. There is another way to do this using a vopcop. If I get time I will do a separate vid on this.
@@3D_GO I can only copy them in the red channel, you cant choose C.G and C.B cause they dont exist with black and white images, and you cant add only C.R etc., you need to add the whole C, so you add the whole "C plane" for adding them in all RGB, but now I cant isolate only one, they always come together. Maybe you can send me a small screen reccord of how, cause its mind boggling
Hey folks, as pointed out in the comments, the channel copy is a bit of an odd node to use. I did a follow up video here looking at an alternative way to shuffle channels with a VOPCOP which you may also find useful. ua-cam.com/video/jQt2WKRTuQs/v-deo.html
wow that's really cumbersome for a rgb split and rgb merge
Yep agree the interface here really needs an update. This is a real pity as easily swapping channels is a fundamental operation for both compositing and for channel packing in games.
I will try and do a follow up that looks at alternative ways to achieve this.
For others see the pinned comment for an alternative option
thank you very much! helped me a lot. COPS needs a update
Glad it helped. Probably worth checking out the pinned comment for an alternative way to achieve the same thing using a VOPCOP.
Thanks a lot!! I need this info right now)
No worries. Glad it helped.
really cumbersome for simple channel append, and I dont have color in my final out, they are all in the red channel, how do you put them in the G and B ?
basically want to append/combine black and white masks
too bad man, gonna use HeightField output instead ...
When you say they are all in my red channel do you mean masks from a heightfield? If so you can bring them into cops using a sop import node. Hit the import planes button and if you check the image plane viewer (this is above the viewer and will be set to C by default) in the viewport you should be able to look at each one in the viewport. The masks should show up in the channel copy and you can use the technique in the video to shuffle them. Hope this helps.
@@benox50yes heightfield output is good for direct output disk . If you need to adjust in cops you would need to channel copy. There is another way to do this using a vopcop. If I get time I will do a separate vid on this.
@@3D_GO I can only copy them in the red channel, you cant choose C.G and C.B cause they dont exist with black and white images, and you cant add only C.R etc., you need to add the whole C, so you add the whole "C plane" for adding them in all RGB, but now I cant isolate only one, they always come together. Maybe you can send me a small screen reccord of how, cause its mind boggling