Houdini 20.5 Copernicus Tutorial - Creating a Sharp Rock Material

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  • Опубліковано 11 вер 2024

КОМЕНТАРІ • 63

  • @JohnLarryGroff
    @JohnLarryGroff 9 днів тому +1

    Stellar tutorial! You explained this process perfectly-it's the best I've seen yet. I hope you will continue to make COPS tutorials, especially those relating to environmental concerns.

    • @voxyde
      @voxyde  9 днів тому

      Thank you, I will!

  • @Fakepilot
    @Fakepilot Місяць тому +6

    Can just report that my Houdini did not crash once while following this great tutorial. Thanks!

    • @voxyde
      @voxyde  Місяць тому +1

      Sweet, I might have some drivers problem then. Good to hear it's stable!

  • @karimoh3154
    @karimoh3154 Місяць тому +1

    great turorial thanks for sharing! the only thing I would suggest is to not generate the normal from the height map (because why have this detail twice..) but build an other normal map that has very fine detail that cant be picked up by any geometry displacement. ✌
    Also you dont want the ambient occlusion baked in the color. Normally AO should only be visible when the object is not hit by direct light. I dont know if the standard Shader in Matx supports that though.

  • @ocdvfx
    @ocdvfx 2 місяці тому +2

    Feeling happy I didn't buy substance designer earlier this year. Still considering getting painter while it's still available on steam. But this is promising. Appreciate you being on top of teaching us some the latest tools

    • @voxyde
      @voxyde  2 місяці тому +1

      My pleasure! Big fan of Substance painter, it's really fun

  • @NelsinhoSouto
    @NelsinhoSouto 25 днів тому +1

    Like always amazing stuff

  • @aboldmule
    @aboldmule 2 місяці тому +1

    Again thank you for sharing this, invaluable!

  • @poulRS
    @poulRS 2 місяці тому

    Perfect intro for me THANK YOU and I have not used Designer before.

    • @voxyde
      @voxyde  2 місяці тому +2

      Now that we have COPS you wont have to haha!

  • @Gyanevlogs
    @Gyanevlogs 2 місяці тому

    thanks sir your tutorials are awesome straight to forward nice explained. love to see more copernicus

    • @voxyde
      @voxyde  2 місяці тому +2

      I do enjoy this copernicus business so probably I'll do more tutorials with it

  • @RakeshMalikWhiteCrane
    @RakeshMalikWhiteCrane 2 місяці тому

    That was a great intro to Cops! Thanks!

  • @Wichenroder
    @Wichenroder Місяць тому

    Appreciated this! Good flow, lots of info.

    • @voxyde
      @voxyde  Місяць тому +1

      Glad it was helpful!

  • @Searly
    @Searly Місяць тому

    THIS IS SO COOL. I swear this really makes me want to learn and use Houdini, but even when I add any object or texture node my PC just can't handle it lmao

    • @voxyde
      @voxyde  Місяць тому

      Yo it really shouldnt be that bad tho lmao. Any mid-tier gaming pc should handle a bit of houdini

  • @johancc22
    @johancc22 2 місяці тому +1

    Really nice stuff, thank you!

  • @sleepingonthecouch95
    @sleepingonthecouch95 2 місяці тому

    Sheesh. What would I do without you. Great video, sir. Thank you.

    • @voxyde
      @voxyde  2 місяці тому

      My pleasure!

  • @devoid5377
    @devoid5377 13 днів тому

    Really nice content, thanks ;)

    • @voxyde
      @voxyde  13 днів тому

      Glad you liked it!

  • @andvfx
    @andvfx Місяць тому

    Thanks man! your tutorials are great. Downloaded 20.5 for MPM solver, very disapointed it is so slow (but so slow!) with an RTX3080 I expected a better speed. I dont like the new tab menu, less unreadable, since with the subfolders new items open in top of other items on the second column, I hope they iron this things.

    • @voxyde
      @voxyde  Місяць тому

      Hmm, haven`t tried the new MPM solver yet. I've seen a lot of people have this same problem though, that it's super slow. We'll have to see how SideFX adresses this in future versions

  • @MissEldira
    @MissEldira Місяць тому

    Thank you, learned a lot!

  • @tom.konxompax
    @tom.konxompax Місяць тому

    this is so fun and quick!

  • @user-ce2jz4nr5d
    @user-ce2jz4nr5d 2 місяці тому

    Great tut! Thanks for sharing

    • @voxyde
      @voxyde  2 місяці тому

      My pleasure!

  • @TUYGVISUALCREATIVES
    @TUYGVISUALCREATIVES Місяць тому

    woooow. great. thanks

  • @hanshubert6675
    @hanshubert6675 2 місяці тому

    excellent!

  • @syntheticperson
    @syntheticperson Місяць тому +1

    Helpful, but unless I'm missing something, you don't explain how you apply the cop net to the geometry material in your final render.

    • @KevRyanCG
      @KevRyanCG Місяць тому

      So typically people create nodes in the Cop Network before the preview material and then drag and drop those nodes into the file path of an Image node in the material preceded by 'op:'
      It works but I'm hoping they tweak it going forward.

  • @electroheadfx
    @electroheadfx 2 місяці тому

    thank you bro !

  • @claotonno4115
    @claotonno4115 Місяць тому

    Amazing, thank you so much! I was looking for this from long time. Thanks thanks thanks!
    In the last minute, cop from sop... we will create something like smart material (adobe designer) using the new COP, am I right? Does it mean we can also create advanced complex maps from COP to use in some mask in SOP, like for point scattering?

    • @voxyde
      @voxyde  Місяць тому

      Yep you can use COPS in SOPS pretty reliably. Smart materials you could do if you create HDAs in COPS and then expose the parameters you need!

  • @paoloricaldone6273
    @paoloricaldone6273 2 місяці тому

    thanks

  • @vopenheimer
    @vopenheimer Місяць тому

    Haven't been able to run 20.5 on my computer so far, but really interested in COPs. Since I can't go in an verify this for myself, it looks like the height displacement actually modifies the grid's mesh? If so, then are there cases where you might not want to use a height map at all, whereas you pretty much always use the other maps (UV, normal, etc.)? Sorry, I don't have much texturing knowledge at all!

    • @voxyde
      @voxyde  Місяць тому +1

      Yes some materials that are more 'flat' maybe like a stone tiled wall, might get away without displacement. But generally displacement is required especially if you get close to the certain object

  • @iLearnHoudini
    @iLearnHoudini 2 місяці тому

    Super great explanation. Now it’s more clear to
    Me how to use it.
    Do you know if it’s possible to export png or Exr of the materials created? Let’s say I want to export it to use it in Unreal Engine. Thanks. Subscribed!

    • @voxyde
      @voxyde  2 місяці тому

      Yep you can append a ROP Image output to any node and export any texture at any stage, and thank you!

  • @ViktorSzemerey
    @ViktorSzemerey 2 місяці тому

    Nicholaus Copernicus was a huge mind back in that day, dont be a fool not to knowing him 😉

    • @voxyde
      @voxyde  2 місяці тому +1

      Hahaha it still sounds bad for a texturing context

  • @3g_cut
    @3g_cut Місяць тому

    Hey there! I'm new to Houdini and really liking your tutorials so far. I'm having a bit of trouble with the height map, though. When I connect the noise to the height input, my plane stays flat and just shows a grid without any displacement. I even tried using your project file, but it's still the same, flat surface with a texture on it. Am I missing something?

    • @voxyde
      @voxyde  Місяць тому

      If you adjusted the height in the material settings so its above 0 and still dont see displacements, you might have a viewport issue. In this case maybe you need to update graphic card drivers

    • @3g_cut
      @3g_cut Місяць тому

      @@voxyde That's an interesting. Could it be related to the fact that I'm using a MacBook?

    • @voxyde
      @voxyde  Місяць тому +1

      @@3g_cut I cant say for sure but I've heard other people having problems with it on Mac 💀

  • @dnch
    @dnch 2 місяці тому

    very nice, one problem with the mono to id part when you try to randomize the hue is that is no longer tiling

    • @voxyde
      @voxyde  2 місяці тому

      Oh haven't checked! I'm confident SideFX will have a proper node that does that randomizing thing properly, in time

    • @dnch
      @dnch 2 місяці тому +1

      @@voxyde you could use ids from the original noises, combine and displace them the same way as the height and use that to generate the color

    • @voxyde
      @voxyde  2 місяці тому +1

      @@dnch Haven't thought of that!

  • @soardxyz3356
    @soardxyz3356 Місяць тому

    great tutorial!
    I have a question. can textures made in cops be used with mantra? I am using the apprentice version and tried to link the texture paths through a principled shader, look fine in the viewport but when rendering thers no textures? any ideas?

    • @voxyde
      @voxyde  Місяць тому

      It should work if you add the op: syntax before the path, it works in SOPS and Solaris, not sure about mantra though

    • @soardxyz3356
      @soardxyz3356 Місяць тому

      @@voxyde Yeah its working in the viewport just not through mantra... need to start saving for that licence.
      Thanks again i have learned alot from your videos

  • @JM-am-or-pm
    @JM-am-or-pm Місяць тому

    Thanks for the tutorial & introduction to "Copernicus". COPs is great.
    One Problem I'm having is I do not have Karma Hex-Tiled Texture available as a node. When I search it's missing the two Karma Hex nodes shown at 39:38. Anyone have idea why?

    • @voxyde
      @voxyde  Місяць тому

      You sure you're in a Karma material builder ? There are other material builders, maybe you're using a different one

    • @JM-am-or-pm
      @JM-am-or-pm Місяць тому

      @@voxyde Thank you, that was indeed the problem! I use Houdini & COPs quite a bit to generate textures, but never got into rendering - but now I see how nice & easy it is for previewing & showcasing textures, I will be using it!

  • @Igrom_Gamedev
    @Igrom_Gamedev 2 місяці тому

    Thank you for the lesson. Is there any way to export the created textures and bake the geometry changes that are created in COP (I mean displacement) ?

    • @voxyde
      @voxyde  2 місяці тому

      Yep! There is a ROP image output node which you can use to save the textures.

  • @rd-cv4vm
    @rd-cv4vm 2 місяці тому

    thank you,
    would you know what is the resolution of that 2x2 grid when used as a texture directly using op: ?

    • @rd-cv4vm
      @rd-cv4vm 2 місяці тому

      i found out the resolution is on the copnet

  • @user-mr5md6yi8k
    @user-mr5md6yi8k 2 місяці тому

    How to use flood fill functionality in houdini copernicus?

    • @voxyde
      @voxyde  2 місяці тому

      I dont know if theres a specific node for that YET, but I do something similar towards the end of the video