<?xml version="1.0"?>
<rss version="2.0"><channel><title>Compositing Latest Topics</title><link>https://forums.odforce.net/forum/24-compositing/</link><description>Compositing Latest Topics</description><language>en</language><item><title>Zoom / Radial Blur COP</title><link>https://forums.odforce.net/topic/67448-zoom-radial-blur-cop/</link><description><![CDATA[<p>
	Getting a zoom blur or spin blur in a COP network means writing the same wrangle: work out the aspect-corrected @P coordinate space, build the radial sampling loop, use volumesamplep so alpha doesn’t drop. It’s 30 lines of boilerplate for a basic result.<br />
	<br />
	Zoom / Radial Blur COP is that node. Connect an image, pick a mode, done.<br />
	<br />
	<strong>Blur modes:</strong> Zoom Blur (radial scale streaks from center) or Radial Blur (spin/arc smear at constant radius)<br />
	<strong>Center control:</strong> Screen Space (−1..1, 0 = image center) or Pixels (absolute coordinates, Y=0 at bottom-left)<br />
	<strong>Samples:</strong> 1–256, slider with strict minimum — raise for finals, lower for layout speed<br />
	<br />
	Both modes share the same center controls. Switching modes hides the irrelevant parameter (Blur Pixels vs. Blur Angle). Alpha is preserved throughout via volumesamplep.<br />
	<br />
	docs and download: <a href="https://kleer001.github.io/funkworks/zoom_blur_cop" rel="external nofollow">https://kleer001.github.io/funkworks/zoom_blur_cop</a> [<a href="http://kleer001.github.io" rel="external nofollow">kleer001.github.io</a>]<br />
	<br />
	Houdini 20.5+, any edition.<br />
	<strong>FX users:</strong> a build script is included to compile the HDA clean under your own license.<br />
	<br />
	More free tools at <a href="https://kleer001.github.io/funkworks/" rel="external nofollow">FunkWorks Home</a> [<a href="http://kleer001.github.io" rel="external nofollow">kleer001.github.io</a>].
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="72924" href="https://forums.odforce.net/uploads/monthly_2026_04/mascot_small.png.5210622666c294335e633a7d3a83a66f.png" rel=""><img alt="mascot_small.png" class="ipsImage ipsImage_thumbnailed" data-fileid="72924" data-ratio="165.19" width="270" src="https://forums.odforce.net/uploads/monthly_2026_04/mascot_small.png.5210622666c294335e633a7d3a83a66f.png" /></a>
</p>
]]></description><guid isPermaLink="false">67448</guid><pubDate>Fri, 24 Apr 2026 22:13:42 +0000</pubDate></item><item><title>COP 3d textures to Material X</title><link>https://forums.odforce.net/topic/67384-cop-3d-textures-to-material-x/</link><description><![CDATA[<p>
	Hello guys,<br />
	<br />
	Is there a way to get COPs fractalnoise3d values on my geometry in MaterialX subnetwork?<br />
	<br />
	Like in Maya, when you can create 3d texture with place3dTexture node. So I can put texture on object without UVs and projections.
</p>
]]></description><guid isPermaLink="false">67384</guid><pubDate>Sun, 29 Mar 2026 16:30:30 +0000</pubDate></item><item><title>Copernicus - offset a texture along a curve</title><link>https://forums.odforce.net/topic/65523-copernicus-offset-a-texture-along-a-curve/</link><description><![CDATA[<p>
	Hey guys,<br />
	Is there any way to move or offset a texture along a curve while keeping the curve normal direction?
</p>

<p>
	Basically, I want the texture to slide along the curve ( breaking or rotating... 
</p>

<p>
	Any suggestions would be appreciated.
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72667&amp;key=56b4af6127fdace2bff09d6d5c1cfa16" data-fileExt='hip' data-fileid='72667' data-filekey='56b4af6127fdace2bff09d6d5c1cfa16'>Offset along Curve.hip</a></p>]]></description><guid isPermaLink="false">65523</guid><pubDate>Sun, 14 Dec 2025 14:11:37 +0000</pubDate></item><item><title>help with obsidian texture</title><link>https://forums.odforce.net/topic/61539-help-with-obsidian-texture/</link><description><![CDATA[<p>
	Hello,
</p>

<p>
	I'm trying to create an obsidian texture in COP using Fractal noise node that problem I'm facing is this node does not have an id output so I tried <br />
	segment by value node but i didn't get the results i needed, I'm trying to get every chunk generated have its own textures values and orientations.<br />
	If there is a way to achieve this effect using Worley noise I'll be glad to use that node since it has it's own id output
</p>

<p>
	Any idea or guidance will be much appreciated <img alt=":)" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_smile.png" srcset="https://forums.odforce.net/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" />
</p>

<p>
	 
</p>

<p>
	Thank you
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2025_07/obsi.jpg.6fe1bd094be9ffbf0c54b8ee0c674ad8.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72403" src="https://forums.odforce.net/uploads/monthly_2025_07/obsi.thumb.jpg.4e69eb3bed45299795fc14523eaf7ae4.jpg" data-ratio="51.4" width="1000" class="ipsImage ipsImage_thumbnailed" alt="obsi.jpg"></a></p>]]></description><guid isPermaLink="false">61539</guid><pubDate>Sun, 27 Jul 2025 08:20:53 +0000</pubDate></item><item><title><![CDATA[COP network -> remove shapes by ID issue..!]]></title><link>https://forums.odforce.net/topic/58336-cop-network-remove-shapes-by-id-issue/</link><description><![CDATA[<p>
	Hi everyone,
</p>

<p>
	In the context of a COP network, is it possible to remove specific shapes by selecting their IDs?
</p>

<p>
	 
</p>

<p>
	Thanks for helping.
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2025_02/RemoveByID.jpg.edd98568749f6ecc00123265bf7d6d25.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71688" src="https://forums.odforce.net/uploads/monthly_2025_02/RemoveByID.thumb.jpg.9954691358e9dff1b5031a6607d69815.jpg" data-ratio="47.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Remove By ID.jpg"></a></p>]]></description><guid isPermaLink="false">58336</guid><pubDate>Sat, 15 Feb 2025 16:21:28 +0000</pubDate></item><item><title>How can I convert the COP "Preview-Material" displacement to a polygon?</title><link>https://forums.odforce.net/topic/57982-how-can-i-convert-the-cop-preview-material-displacement-to-a-polygon/</link><description><![CDATA[<p>
	Hi everyone,
</p>

<p>
	I've created a COP network within a <em>Geometry </em>context, and added a "<em>Preview-Material</em>" node.
</p>

<p>
	I connected the output of a Fractal-Noise node to the "<em>Height</em>" input of the "Preview-Material".
</p>

<p>
	The resulting mesh is displayed, but I'm wondering: how can I <strong>convert </strong>this mesh into a <strong>polygon</strong>?
</p>

<p>
	 
</p>

<p>
	Thanks for helping. 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2025_01/COP_ToMesh.jpg.26f3610e50497e6833716ef89680aa7e.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71626" src="https://forums.odforce.net/uploads/monthly_2025_01/COP_ToMesh.thumb.jpg.a860a5ab4bb9822206296d0e943e12ae.jpg" data-ratio="57.4" width="1000" class="ipsImage ipsImage_thumbnailed" alt="COP_To Mesh.jpg"></a></p>]]></description><guid isPermaLink="false">57982</guid><pubDate>Sun, 26 Jan 2025 14:46:15 +0000</pubDate></item><item><title>How can I randomize the size of the shapes generated by the Worley_Noise node?</title><link>https://forums.odforce.net/topic/57973-how-can-i-randomize-the-size-of-the-shapes-generated-by-the-worley_noise-node/</link><description><![CDATA[<p>
	Hello guys,
</p>

<p>
	In COP, when I add a "<strong>Worley_Noise</strong>" node, most of the generated shapes appear to be the <strong>same </strong>size.
</p>

<p>
	Is there a way to adjust the size of some of them to be <strong>larger</strong>?
</p>

<p>
	 
</p>

<p>
	Thanks for helping.
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2025_01/COP_WorleyNoise_01.jpg.c0644974a2dd058b6ccf8d4c96466fae.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71625" src="https://forums.odforce.net/uploads/monthly_2025_01/COP_WorleyNoise_01.thumb.jpg.bb90fc4f49dc9cd74e16fce358eeaf02.jpg" data-ratio="97.4" width="770" class="ipsImage ipsImage_thumbnailed" alt="COP_WorleyNoise_01.jpg"></a></p>]]></description><guid isPermaLink="false">57973</guid><pubDate>Sun, 26 Jan 2025 09:47:59 +0000</pubDate></item><item><title>Working together with new COPs (Copernicus) and old COPs (Cop2net) - how to reference</title><link>https://forums.odforce.net/topic/57769-working-together-with-new-cops-copernicus-and-old-cops-cop2net-how-to-reference/</link><description><![CDATA[<p>
	Hi there, 
</p>

<p>
	I am building some HDAs that are used for certain texture correction, grading and cleanup operations.
</p>

<p>
	I love new COPs and its amazing features, however unfortunately for now there are a lot of missing tools, that I know from old COPs, such as Color Correction and LUTs (Lookup) tools. 
</p>

<p>
	Hence I decided to use a mix of old and new COPs in my HDA - however currently I struggle to dynamically reference output from old COPs into new COPs and vice versa. 
</p>

<p>
	A quick example would be:
</p>

<p>
	1. Import image file into old COPs, apply LUT via Lookup node, add _OUT_LUT null.
</p>

<p>
	2. Reference the output from old COPs (_OUT_LUT) into a new COP and perform further operations for example to procedurally create texture maps for PBR material.
</p>

<p>
	Is there anyone who managed to do so? I can't find a way to bring output from "old COPs" into the new one, other that exporting the image sequence and then bringing it into new COPs which is not ideal solution for me.
</p>

<p>
	 
</p>

<p>
	Many thanks!<br />
	Adrianna
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">57769</guid><pubDate>Wed, 15 Jan 2025 12:18:37 +0000</pubDate></item><item><title>Creating an after effects template in Houdini?</title><link>https://forums.odforce.net/topic/56814-creating-an-after-effects-template-in-houdini/</link><description><![CDATA[<p>
	I am currently seeking an After Effects artist to create the template described in the Upwork link below. However, I am also curious if it would be possible to achieve the same functionality in Houdini. I believe Houdini could offer greater configurability, but I’m uncertain where to start regarding node selection for the required features.
</p>

<p>
	Here’s the link to the job post for reference:<br />
	<a href="https://www.upwork.com/jobs/~021860346067867494341" rel="external nofollow">https://www.upwork.com/jobs/~021860346067867494341</a><br />
	 
</p>

<p>
	Any thoughts or suggestions on the best approach would be greatly appreciated.
</p>

<p>
	Thanks!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">56814</guid><pubDate>Sat, 23 Nov 2024 15:40:20 +0000</pubDate></item><item><title>AOV htoa not working in Nuke</title><link>https://forums.odforce.net/topic/56153-aov-htoa-not-working-in-nuke/</link><description><![CDATA[<p>
	Maybe a stupid question but I can't figure it out. I'm rendering an exr from Houdini (htoa) with a z-depth AOV. When I want to use this in nuke with a zDefocus it doesn't work. When I do this from C4d it works. 
</p>

<p>
	I do see a difference when I look at the depth AOV. From C4d the image is red, the depth AOV from Houdini turns black/white. I don't know if it could be in there. Attached the exr out of Houdini.
</p>

<p>
	Anyone have a solution?
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71314&amp;key=5923162287a8f9bb3af39fc293dc36f5" data-fileExt='exr' data-fileid='71314' data-filekey='5923162287a8f9bb3af39fc293dc36f5'>dof.arnold1.0001.exr</a></p>]]></description><guid isPermaLink="false">56153</guid><pubDate>Wed, 16 Oct 2024 10:30:50 +0000</pubDate></item><item><title>Rendering emissive transparent shaders</title><link>https://forums.odforce.net/topic/53558-rendering-emissive-transparent-shaders/</link><description><![CDATA[<p>
	Hello everyone!
</p>

<p>
	I have scene with <strong>emissive volume</strong> and <strong>no density </strong>rendered in Karma which is being comped over footage. Issue: since its emissive transparent pixels I was unable to replicate the exact look in AE. Currently ignoring the transparency and using screen blend mode. I have read about straight and premul alpha, but couldnt implement these findings.
</p>

<p>
	I know its impossible to have volumes emit light, while not blocking any light, but it would save a ton of time to render without density.
</p>

<p>
	Anyone stumbled upon this and found elegant simple solution?
</p>

<p>
	Essentially I want to have at least some sort of see through edges and full opaque volume inside dense areas.
</p>

<p>
	Thank you very much for any help, I might want something impossible, but that's where creativity comes :D<br />
	 
</p>
]]></description><guid isPermaLink="false">53558</guid><pubDate>Sat, 13 Apr 2024 13:29:15 +0000</pubDate></item><item><title>ROP File Output automated on network change</title><link>https://forums.odforce.net/topic/52728-rop-file-output-automated-on-network-change/</link><description><![CDATA[<p>
	How do I force the ROP File Output to render a COP image matrix to a file when the network changes instead of manually pressing a button? I run operations in for-each loop and the COP is updated each iteration. Thank you in advance.
</p>
]]></description><guid isPermaLink="false">52728</guid><pubDate>Tue, 06 Feb 2024 12:09:51 +0000</pubDate></item><item><title>Import SOP - How to set resolution for each frame?</title><link>https://forums.odforce.net/topic/45682-import-sop-how-to-set-resolution-for-each-frame/</link><description><![CDATA[<p>
	Hi, <br />
	<br />
	I'm importing volume slices(with varying sizes each frame) to cop network with import sop. I'm rendering them out to files, and would like to render them all without clicking "set resolution from SOP" each frame. How can I set the import sop to check the resolution each frame? <br />
	<br />
	Thanks
</p>
]]></description><guid isPermaLink="false">45682</guid><pubDate>Thu, 23 Apr 2020 14:23:50 +0000</pubDate></item><item><title>The future of COPs</title><link>https://forums.odforce.net/topic/51826-the-future-of-cops/</link><description><![CDATA[<p>
	Just posting this here in case anyone is interested.
</p>

<p>
	Based on this job posting it looks like SideFX has some big plans for COPs that look pretty exciting.
</p>

<p>
	<a href="https://sidefx.bamboohr.com/careers/90" rel="external nofollow">https://sidefx.bamboohr.com/careers/90</a>
</p>
]]></description><guid isPermaLink="false">51826</guid><pubDate>Mon, 03 Apr 2023 07:21:21 +0000</pubDate></item><item><title>$F in file COP stops working after frame 6</title><link>https://forums.odforce.net/topic/51793-f-in-file-cop-stops-working-after-frame-6/</link><description><![CDATA[<p>
	Debugging a strange COPnet issue I've never seen before and wondering if anyone has come across this. 
</p>

<p>
	I have a COPnet I'm reading a sequence of EXR images into for processing.  It reads in with a File COP using the filepath with filename and $F.exr as the extension.  Frames 1-6 read without issue, then starting at frame 7 the File COP no longer reads images if $F is replaced manually with 7 or any frame that follows, but frames 1-6 still read in correctly either with $F or manually using the frame number.
</p>

<p>
	The EXRs are valid, were all rendered at the same time, and can all be read through MPlay, the issue only occurs in COPs as described.  I will also note I have been using COPnets for image processing in multiple scenes for months and this is the first time this problem has occurred; I'm using Houdini 19.5.493 on Windows 10<br />
	<br />
	Things I have tried that have not resolved the issue:<br />
	- Verified the timeline settings were on Integer frames, i.e. no subframe increments<br />
	- Re-creating the COPnet from scratch both in the same scene as well as a completely new scene following a reboot.<br />
	- Creating a frame attribute on a null node to reference in the filename; this works as long as I manually set the frame number, but using $F for that attribute once again fails<br />
	- Re-rendering the EXRs<br />
	- Converting the EXRs to PNGs<br />
	<br />
	At this point I'm stumped.  It doesn't appear to be a corrupt scene, or corrupt images, and I have never had issues with $F use previously, so there must be something I'm missing.
</p>

<p>
	Has anyone come across this or something similiar with $F no longer working for partial ranges?<br />
	 
</p>
]]></description><guid isPermaLink="false">51793</guid><pubDate>Thu, 23 Mar 2023 21:58:38 +0000</pubDate></item><item><title>How to Generate a Simple Gradient for a Texture</title><link>https://forums.odforce.net/topic/45801-how-to-generate-a-simple-gradient-for-a-texture/</link><description><![CDATA[<p>
	Hi, brand spankin' new to COPS, can anyone tell me how I could quickly generate a simple gradient ramp? I know how to get the COP onto my texture, just not sure how to generate the actual gradient. Thanks!
</p>
]]></description><guid isPermaLink="false">45801</guid><pubDate>Fri, 01 May 2020 23:06:25 +0000</pubDate></item><item><title>Texture from attribute for use in COPS without baking</title><link>https://forums.odforce.net/topic/41705-texture-from-attribute-for-use-in-cops-without-baking/</link><description><![CDATA[
<p>
	Hallo everyone,
</p>

<p>
	i am new here. I have searched for a solution to this problem, but cant find one. I want to transfer a point-attribute from a polysurface with uvs into COPS. Just like it works with heightfields and the "Sop Import"-node.
</p>

<p>
	I read that the qLib "uvPointCloud ql" would be the solution for this, but the node does not work for me. There is a warning that the "ray_ql1"-node inside is using an incomplete asset definition?
</p>

<p>
	UPDATE: Solved the issue with the "ray_ql1" node by importing the asset manually from the qLib-folder, but still could not get it to work unfortunately.
</p>

<p>
	Also found out that i could convert the polySurface into a volume and then get the colors from there into cops with "Sop Import"-node i guess, but not sure how to go about making the volume with the inherited color-attribute?
</p>

<p>
	thanks,
</p>

<p>
	Marcus
</p>
]]></description><guid isPermaLink="false">41705</guid><pubDate>Tue, 05 Mar 2019 18:56:39 +0000</pubDate></item><item><title>Remap noise color</title><link>https://forums.odforce.net/topic/46959-remap-noise-color/</link><description><![CDATA[<p>
	Hi.
</p>

<p>
	I am trying to remap the colors from a noise node in a COP2 network.
</p>

<p>
	What I would like to do is replacing the current colors of the noise with 4-5 colors that I have defined myself.
</p>

<p>
	I can't find a way to remap the colors individual.
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2020_09/color_remap_noise.jpg.c03eac6ee09def77405d5c7c01e0f4fa.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="57295" src="https://forums.odforce.net/uploads/monthly_2020_09/color_remap_noise.jpg.c03eac6ee09def77405d5c7c01e0f4fa.jpg" class="ipsImage ipsImage_thumbnailed" alt="color_remap_noise.jpg"></a></p>]]></description><guid isPermaLink="false">46959</guid><pubDate>Wed, 09 Sep 2020 14:17:56 +0000</pubDate></item><item><title>Substance warp node - COP equivalent</title><link>https://forums.odforce.net/topic/48214-substance-warp-node-cop-equivalent/</link><description><![CDATA[<p>
	Is there a node in COPS to warp textures based on an input? noise, another image etc
</p>
]]></description><guid isPermaLink="false">48214</guid><pubDate>Tue, 23 Feb 2021 19:14:25 +0000</pubDate></item><item><title>"Over" composite changes color of BG</title><link>https://forums.odforce.net/topic/49220-over-composite-changes-color-of-bg/</link><description><![CDATA[<p>
	Hi guys,
</p>

<p>
	I was hoping I could get some help. I just want to overlay one image over another.<br />
	But the "Over" composite method changes colors.
</p>

<p>
	How can I retain these and just layer them unto one layer?
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2021_07/comp.gif.c7cacab0656537dcb3bdf2b25fdf0f18.gif" data-fileid="62608" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="62608" src="https://forums.odforce.net/uploads/monthly_2021_07/comp.thumb.gif.1297be5826f62686a8117b7d2ebae4c7.gif" alt="comp.thumb.gif.1297be5826f62686a8117b7d2ebae4c7.gif" /></a>
</p>
]]></description><guid isPermaLink="false">49220</guid><pubDate>Sun, 18 Jul 2021 12:32:56 +0000</pubDate></item><item><title>change velocity vector pass to be relative to camera</title><link>https://forums.odforce.net/topic/51318-change-velocity-vector-pass-to-be-relative-to-camera/</link><description><![CDATA[<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">51318</guid><pubDate>Mon, 10 Oct 2022 21:46:11 +0000</pubDate></item><item><title>Cryptomatte Node doesn't allow selection</title><link>https://forums.odforce.net/topic/50442-cryptomatte-node-doesnt-allow-selection/</link><description><![CDATA[<p>
	I have rendered a cryptomatte sequence.<br />
	I import the sequence with a file node, I can see the different coloured mattes.<br />
	I connect that to a cryptomatte node so that I can choose different mattes.<br />
	With the Cryptomatte node active Left clicking on layer within the composite view does not add it to the matte selection.<br />
	What could I be doing wrong?<br />
	<br />
	Is there a way to check if cryptomatte data is missing something?, surely If I can see the sequence and different coloured mattes its fine?<br />
	<br />
	 
</p>
]]></description><guid isPermaLink="false">50442</guid><pubDate>Mon, 14 Feb 2022 22:33:54 +0000</pubDate></item><item><title>Render scene ( camera view and attribute colours ) in Cops</title><link>https://forums.odforce.net/topic/49539-render-scene-camera-view-and-attribute-colours-in-cops/</link><description><![CDATA[<p>
	Hi there,
</p>

<p>
	I have gone through the forum and I could not find a solution to this problem, so please forgive me if it exists.<br />
	The sad part is I totally figured this out months ago through trial and error and never saved the file somewhere that I could revisit it apparently ( silly me ! ).<br />
	<br />
	So I have made some flat tapered grids that represent disco lights ( light cones but flat ) and have coloured and animated them rotating with sin() and added a camera.<br />
	Because this is for a 2D style project, there is no shading or lights required. The shader is literally just the Cd attribute plugged into emission with random colours per prim.<br />
	<br />
	What I would like to do is use COPS to render my scene as it's way faster to do this for something that has no real lighting.<br />
	<br />
	I just cannot figure out how to get :<br />
	1) the same view as the camera, but in cops<br />
	2) the colour information to show up.<br />
	<br />
	It's always cops that trips me up. lol. Any help is greatly appreciated.
</p>
]]></description><guid isPermaLink="false">49539</guid><pubDate>Thu, 16 Sep 2021 08:13:27 +0000</pubDate></item><item><title>How to warp UV with points, as to achieve a 'grid warp'?</title><link>https://forums.odforce.net/topic/49425-how-to-warp-uv-with-points-as-to-achieve-a-grid-warp/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	How can we warp the UV's (by warping a Deform Plane to use in the Deform COP) with points,
</p>

<p>
	to have more control over where it goes? (as opposed to using noises) Like puppet-warp, grid-warp, in 2D apps,
</p>

<p>
	Thanks for any help,
</p>

<p>
	 
</p>

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]]></description><guid isPermaLink="false">49425</guid><pubDate>Wed, 25 Aug 2021 10:20:04 +0000</pubDate></item><item><title>Point Cloud in VopCop2Filter ?</title><link>https://forums.odforce.net/topic/22692-point-cloud-in-vopcop2filter/</link><description><![CDATA[
<p>Hi,</p>
<p> </p>
<p>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.</p>
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<p>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.</p>
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<p>What I want to know, can I use the point cloud nodes in a VOPCOP2FILTER inside a COP2NET?</p>
<p> </p>
<p>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?</p>
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<p>Thx for your input.</p>
<p>C</p>
]]></description><guid isPermaLink="false">22692</guid><pubDate>Wed, 06 May 2015 17:58:17 +0000</pubDate></item></channel></rss>
