Thanks Side FX team for each (For Each!) update! These guys will never let you relax at least for year after adding a new feature, they're like "Hey man, wake up, you have to learn this cool thing"... "Wakey-wakey, sorry - here's another one". BTW, as a doctor (I'm not) I would recommend to subscribe and watch Houdini's sneak peeks, tuts, guest presentations just to keep your mind in focus and, probably, get some neurogenerative effect.
@@bbrother92 Not sure if it's the main point. You can use tiling material with triplanar projection or create a trimsheet without touching SP. Also you can create custom alphas for zbrush. For texturing generic/hero assets I would now use Instamat. COP in houdini is used for procedural asset.
As update: it was only setting material with displacement. Been displacing the actual mesh now with "op:" trick. "How to Scatter and Point Stamp Grass" -video have the related info.
When he said it was easy to connect the material I though the preview would conect directly to the cops preview, not to have to export every texture by a null wich is good and flexible, but imagin doing this for like 10 or 20 materials. Overall I like the idea to do my textures in houdini, I image thats how you wouild export them to use it with redshift
The quick material is great, but I agree it's a bit annoying there isn't a more direct link to the cops shader without having to use the op: syntax. Maybe in the future they'll do something with it because I could see things getting awkward on big scenes.
If you're going to be generating 10 or 20 materials, you'd ideally set up a shelf tool or a recipe that will have those nulls already in place (or even just duplicate an existing setup). You then just plug whatever needs plugging, and reference them in the material. The only thing that would change in the reference is the name of the COPnet.
@@avinashlobo That's a good idea, sometimes I forgot we can do this ourselves! You could ideally just set it up to look like Substance from the get go.
@@avinashlobo sounds like a lot of work if you already took the time to create the material in cops and test it there, it would be cool to have like a copMaterial, that you only had to point to the preview mat in cop and everything is carried on without having to do all the conections you just did in cops
Just in case this bites anyone else, if you change your viewport to the old OpenGL rendering engine, displacement doesn't work. I had moved back to OpenGL as I was experiencing performance problems with the new Vulcan based ( in 20.5, the default ) viewport renderer.
Great! I just installed it and was looking for a good quickstart series! Though could you put the video numbers into the youtube titles please? Maybe make a playlist?
@@misanthrope_01Thumbnails show the order, so why not the titles too? It's also presented as a series of videos. Anything else? There's also a playlist just created in the comment above from Houdini.
The reason the numbers were left off of the titles is that all three of these lessons can work as standalone - you can watch them in order but it is not 100% necessary.
at 9.07 Previewmaterial doesnt work ? I can change it to Sphere or Torus but there is no heightfield Something to do with vulcano could not install ??? Have done the lesson 3 times
if you already took the time to create the material in cops and test it there, it would be cool to have like a copMaterial, that you only had to point to the preview mat in cop and everything is carried on without having to do all the conections you just did in cops
Everything done here is possible with Indie version? Asking as non Houdini user right now. I love this, let me know if Indie version can do everything done here
super confused on how to translate vector data that has a UV type to a vector type so that I can run a cross product on it. (slopedir) UV to rgb seems to suply output in uv intermediates.
Hi, if you want more control over the conversion of UV to RGB, you can rather use a channel split and a channel join. This will allow you to separate the UV into it's two components, use a constant for the third component, and recombine it into an RGB. I hope that helps!
@@NineBetween correct me if I`m wrong but. (my point was on the slope node color) I realised the color is just an abstract representation of uv and not infect actual 3d vector data. There was no conversion needed in the first place. Stil Thank you for your relpy!
There's always something about your presentations where you whip through settings and actually change them retroactively without showing the changes. Anyone that wants to see if they can replicate your results actually can't. It is pretty frustrating. I know you will say that it is not your purpose to have us follow, I just want to see if I can get the results that you get.
There is a COP net in Houdini 18.5 but it is very different and cannot do these kinds of things - Copernicus was built from the ground up for H20.5 to work more efficiently and with more functionality.
Missed the opportunity to name this one "COPS ROCKS!"
Thanks Side FX team for each (For Each!) update! These guys will never let you relax at least for year after adding a new feature, they're like "Hey man, wake up, you have to learn this cool thing"... "Wakey-wakey, sorry - here's another one".
BTW, as a doctor (I'm not) I would recommend to subscribe and watch Houdini's sneak peeks, tuts, guest presentations just to keep your mind in focus and, probably, get some neurogenerative effect.
Substance Designer finally gets a worthy competitor
Instamat is already better?
@@ameliawatson2017 do you guys texture models in houdini? Main point is SD integration with SP
@@bbrother92 Not sure if it's the main point. You can use tiling material with triplanar projection or create a trimsheet without touching SP. Also you can create custom alphas for zbrush. For texturing generic/hero assets I would now use Instamat. COP in houdini is used for procedural asset.
So neat to be able to displace geometry with it (sopimport node in copnet).
As update: it was only setting material with displacement. Been displacing the actual mesh now with "op:" trick. "How to Scatter and Point Stamp Grass" -video have the related info.
Great demo for an amazing toolset
I feel like a thousand doors just unlocked before my eyes!… I’m going to cry. Seriously!
Unbelievable! On if the best features / improvements to a software I have seen! Thank you!
When he said it was easy to connect the material I though the preview would conect directly to the cops preview, not to have to export every texture by a null wich is good and flexible, but imagin doing this for like 10 or 20 materials. Overall I like the idea to do my textures in houdini, I image thats how you wouild export them to use it with redshift
The quick material is great, but I agree it's a bit annoying there isn't a more direct link to the cops shader without having to use the op: syntax. Maybe in the future they'll do something with it because I could see things getting awkward on big scenes.
If you're going to be generating 10 or 20 materials, you'd ideally set up a shelf tool or a recipe that will have those nulls already in place (or even just duplicate an existing setup). You then just plug whatever needs plugging, and reference them in the material. The only thing that would change in the reference is the name of the COPnet.
@@avinashlobo That's a good idea, sometimes I forgot we can do this ourselves!
You could ideally just set it up to look like Substance from the get go.
@@avinashlobo sounds like a lot of work if you already took the time to create the material in cops and test it there, it would be cool to have like a copMaterial, that you only had to point to the preview mat in cop and everything is carried on without having to do all the conections you just did in cops
Nice update, one tiny little nitpick... Why the need to write "op" every single time when copying the path.
Just in case this bites anyone else, if you change your viewport to the old OpenGL rendering engine, displacement doesn't work. I had moved back to OpenGL as I was experiencing performance problems with the new Vulcan based ( in 20.5, the default ) viewport renderer.
Great! I just installed it and was looking for a good quickstart series!
Though could you put the video numbers into the youtube titles please? Maybe make a playlist?
czcams.com/video/iv_Ldwwkkbg/video.html
@@misanthrope_01Thumbnails show the order, so why not the titles too? It's also presented as a series of videos. Anything else?
There's also a playlist just created in the comment above from Houdini.
The reason the numbers were left off of the titles is that all three of these lessons can work as standalone - you can watch them in order but it is not 100% necessary.
The playlist was there from the beginning - I wish CZcams videos would list the playlists they are part of
@@houdini3d Yeah that's weird, it's handy all the same to have them together. Thank you.
at 9.07 Previewmaterial doesnt work ? I can change it to Sphere or Torus but there is no heightfield Something to do with vulcano could not install ??? Have done the lesson 3 times
why when I connect the preview material my material has a red tint to it - and connecting it to height doesn't do anything?
Over here! ;)
Amazing 😍
if you already took the time to create the material in cops and test it there, it would be cool to have like a copMaterial, that you only had to point to the preview mat in cop and everything is carried on without having to do all the conections you just did in cops
Has the old cops network become obsolete with this update?
Is this real mesh or displacement?
Mastering Blending Modes - 01 - Introduction
Everything done here is possible with Indie version? Asking as non Houdini user right now. I love this, let me know if Indie version can do everything done here
yeah its working in Houdini Indie
Please nect time just disable the grid,it makes me feel anxious.Thank.Great Tutorial
the switch from stage to sop and back to sop .....feels like some one change their mind in the middle
super confused on how to translate vector data that has a UV type to a vector type so that I can run a cross product on it.
(slopedir)
UV to rgb seems to suply output in uv intermediates.
Hi, if you want more control over the conversion of UV to RGB, you can rather use a channel split and a channel join. This will allow you to separate the UV into it's two components, use a constant for the third component, and recombine it into an RGB. I hope that helps!
@@NineBetween
correct me if I`m wrong but.
(my point was on the slope node color)
I realised the color is just an abstract representation of uv and not infect actual 3d vector data.
There was no conversion needed in the first place.
Stil Thank you for your relpy!
There's always something about your presentations where you whip through settings and actually change them retroactively without showing the changes. Anyone that wants to see if they can replicate your results actually can't. It is pretty frustrating. I know you will say that it is not your purpose to have us follow, I just want to see if I can get the results that you get.
Are all nodes used here exist in Houdini 18.5 as well?
There is a COP net in Houdini 18.5 but it is very different and cannot do these kinds of things - Copernicus was built from the ground up for H20.5 to work more efficiently and with more functionality.
Copernicus is Houdini 20.5 only, it just got added.
牛逼。