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Found 11 results

  1. Import other image networks in COPs

    I created a texture in COPs and would like to modify it further in another image network. However in a file node neither of these work: op:/img/tex_lod1/OUT op:`opfullpath(“../tex_lod1/OUT”)`
  2. I have a small compositing network which I want to reference as texture in the shader using the op: expression .ie op:/img/trail Even though I've managed to make it work several times, I always find it a bit flaky and many times mantra doesn't manage to load the image, even though it may be visible on the viewport when referencing the same image operator in a uvquickshade node, or just by loading the shader. It works with a principle shader out of the box, but if I put the same shader within a material builder it breaks. Is there a render attribute or something else I need to add to the shader? I understand it's better to use pre-rendered images the normal way, but I want to use dynamic heighfields SOPs for textures and ideally avoid having to write out thousands of frames in advanced.
  3. Hi everyone. Does anybody know how to use surface field in voppop or some dopvop to find the distance between my particles and surface. I want to make a force wind that depends on distance between surface and particles, so the farther point from the surface, the stronger the force of the wind. And the surface has really big waves for example, thats why i cant use just P.y for power of force for flat surface. Hope I explained it clearly)
  4. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  5. Hi, I'm wondering if there's a way to use a image created in COP, somewhere else in H, without saving it to an image file? let's say I want to create a noise image in COP, and use that as the camera background, how would I make that link ?
  6. Selfmade image blur filter

    Could anyone please give me some advice on how to program a simple box filter in COPs using python or VEX? Basically calculating the average of every pixel and its immediate surrounding pixels over and over again? I created one in a VOPCOP2filter, but due to the lack of a foreach-node in COPs I cant repeat it multiple times without copying nodes over and over again (see attachment). boxblur.hipnc
  7. Hi, On a grid, I used a VOPSOP with a point cloud lookup to find the closes point around my current point that has a specific attribute. And then I can measure the distance between them and compute other stuff. But, this system is slow (We have a big pipeline with many different things, this is just part of it). We decided to swtich to COP since we can treat the grid as an image. 1 point == 1 pixel. What I want to know, can I use the point cloud nodes in a VOPCOP2FILTER inside a COP2NET? Pixel position is the same as point position right? But how do I specify the Point Cloud Texture (file) to be the COP image? Is it posible at all to use Point Cloud nodes in COP context? Thx for your input. C
  8. Hi, Im writing a COP using the full image filter sample. When I loop thru the image I get 0.0078125 Using a constant white color. If I put the default pic(butterfly) I get the same scale 0 to 0.0078125 Its the same if I cast the value to a float or get the value in plain uchar. Any idea, why? cheers, -A
  9. Hello! I am currently playing around with using COP together with SOP, and I have run into a little problem. Here is what I have done: 1. I have scattered points along a surface 2. Then I gave each point an attribute which contains a filename like "flower_1.jpg" and "flower_2.jpg" 3. With a copy SOP I put planes on each point 4. After that I put a material SOP wich overrides the texturepath with the attribute from the point 5. Everything works as it should. Now I am in need to faking shadows (please do not give me suggestions on other ways to do shadows, we do both know that it isn't really flowers I am working with ) The solution that fits my needs the best is to have a plane, rotated along the surface, with the same texture as the previous one. But this of course needs to be black and a bit faded. I have managed to do this in COP with a hardcoded texturepath, but now we have reached my problem How do I feed my point attribute with the filepath into my COP-network, and then retrieve the output so that I can use it as a texture? I have tried to search, but I have had no luck so far. I am thankfull for everything that can get me in the right direction Cheers! Joakim
  10. Hello people! I came across a thing I still cannot figure out why it happens. If we perform an ADD operation using VEX of an image, and the original image in pixel (483, 26) for instance has a red value of 0.7529 and the other input we add this to is a turbulence noise which has a red value at position (483, 26) of 0.000, when they are added together it just outputs 0.0000 for the red value at the same position pixel! Why does that happen? See the image I attach, I create a gradient, I add the noise on top of it and it just eats all the area of the gradient in where the noise is 0, and it just adds these areas where there is noise to the value of the gradient at the point where there is noise. For a better understanding see the image I attach please. I am so bad at describing. Do you know why it doesn't work when adding noise? It's Original Perlin Noise so the values generated are between 1 and 0, we have no negatives floats. I am confused. Thanks a lot for reading.
  11. Hi everyone, Since a long time on this forum but first post. I always found a solution that already exist here, but today... First of all, let me explain the effect I want to do. For some production, I have to reconstruct a ring (like a torus) and make a "compression" of it (to make it more solid). I don't know if i'm really clear but the meaning is, I create a displacement node in vopsop to make this effect. To manipulate the "compression" like i want, i create a map in cops to keep back the color data (or luminance) and use it with the displacement node. With a single image, it works perfectly. But (yes there is always a "but"!!) here is the issue: When i want to use a sequence (to have a animated displacement), Houdini crash, or it doesn't care of the sequence and use only the first pic. I always found a solution without picture, I used an animated torus with a points from volume sop and an attribute transfer sop to keep back the red color. But I really want to use a pic sequence to make a better animation... Obviously, it's not very clear, so I made a little hip file with a simple grid for you to see what i mean. Maybe someone could enlight me about this or tell me about another way to do this. Thx by advance. Cheers, Paul ANIMATED_COP_TO_SOP_ISSUE.hip
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