I would be suuuuper interesting in making it a real time brush as you mentioned at the beginning of the video ! :) Hope to see that in a near future. Thank you for your content !
Amazing. But the time needed for an average Artist, not a TD, an Artist, whose job it is to create images, not build tools, to figure this out and set it up versus just using substance painter is questionable. Still, as an artist I am all the more grateful for tutorials like this.
The features will come, but the Houdini backend will allow more powerful tools eventually. Still, substance is great and will be around for a long time yet (as long as Adobe sorts out its copyright issues)
Hey thanks for this. I wonder if there's a way to instead of painting in the areas of leaks, have a simple procedural approach to automatically mark the areas of possible leaks, there is a blender geometry nodes setup doing exactly that, but I can't understand blender, :D. Tnks again.
I would be suuuuper interesting in making it a real time brush as you mentioned at the beginning of the video ! :)
Hope to see that in a near future.
Thank you for your content !
super! please keep the tutorials for copernicus coming!
Absolutely amazing
Really creative use case for the new COPs Chris!
Honestly, I had no idea how to make the trail collide with an object. Thank you
It would be awesome to see a tutorial covering possible methods to create Physarum simulations with Capernicus if that is feasible!
Hell yeah, I was thinking about this!❤
Amazing. But the time needed for an average Artist, not a TD, an Artist, whose job it is to create images, not build tools, to figure this out and set it up versus just using substance painter is questionable. Still, as an artist I am all the more grateful for tutorials like this.
The features will come, but the Houdini backend will allow more powerful tools eventually. Still, substance is great and will be around for a long time yet (as long as Adobe sorts out its copyright issues)
My copernicus result was not in the same place as where the spray paint brush and streak are. Is there a setting for the uvs I missed?
Hey thanks for this. I wonder if there's a way to instead of painting in the areas of leaks, have a simple procedural approach to automatically mark the areas of possible leaks, there is a blender geometry nodes setup doing exactly that, but I can't understand blender, :D. Tnks again.
You can use Mask by Feature SOP and Measure Thickness SOP to isolate these areas.
Sphere with the minpos function masked with curvature and normals facing down in attribute Wrangle
it seems the animation is not translating for this setup. Have i done something wrong? i get still mask out of copernicus.
I appreciate the effort but unfortunately can’t understand anything you say when you mutter and whisper half the words
Turn on closed captions is my recommendation.
Yeah his American is horrible 😂 yell the words
@ohimarc9983 Didn't have to go there did you? Houdini users are better than that.
He speaks very concisely, but clearly.