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.
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.
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
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
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.
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
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.
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?
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!
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
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!
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?
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
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 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
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 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!
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) ?
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.
Thank you, I will!
Can just report that my Houdini did not crash once while following this great tutorial. Thanks!
Sweet, I might have some drivers problem then. Good to hear it's stable!
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.
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
My pleasure! Big fan of Substance painter, it's really fun
Like always amazing stuff
Again thank you for sharing this, invaluable!
Perfect intro for me THANK YOU and I have not used Designer before.
Now that we have COPS you wont have to haha!
thanks sir your tutorials are awesome straight to forward nice explained. love to see more copernicus
I do enjoy this copernicus business so probably I'll do more tutorials with it
That was a great intro to Cops! Thanks!
Appreciated this! Good flow, lots of info.
Glad it was helpful!
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
Yo it really shouldnt be that bad tho lmao. Any mid-tier gaming pc should handle a bit of houdini
Really nice stuff, thank you!
Sheesh. What would I do without you. Great video, sir. Thank you.
My pleasure!
Really nice content, thanks ;)
Glad you liked it!
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.
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
Thank you, learned a lot!
this is so fun and quick!
Great tut! Thanks for sharing
My pleasure!
woooow. great. thanks
excellent!
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.
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.
thank you bro !
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?
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!
thanks
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!
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
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!
Yep you can append a ROP Image output to any node and export any texture at any stage, and thank you!
Nicholaus Copernicus was a huge mind back in that day, dont be a fool not to knowing him 😉
Hahaha it still sounds bad for a texturing context
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?
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
@@voxyde That's an interesting. Could it be related to the fact that I'm using a MacBook?
@@3g_cut I cant say for sure but I've heard other people having problems with it on Mac 💀
very nice, one problem with the mono to id part when you try to randomize the hue is that is no longer tiling
Oh haven't checked! I'm confident SideFX will have a proper node that does that randomizing thing properly, in time
@@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
@@dnch Haven't thought of that!
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?
It should work if you add the op: syntax before the path, it works in SOPS and Solaris, not sure about mantra though
@@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
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?
You sure you're in a Karma material builder ? There are other material builders, maybe you're using a different one
@@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!
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) ?
Yep! There is a ROP image output node which you can use to save the textures.
thank you,
would you know what is the resolution of that 2x2 grid when used as a texture directly using op: ?
i found out the resolution is on the copnet
How to use flood fill functionality in houdini copernicus?
I dont know if theres a specific node for that YET, but I do something similar towards the end of the video