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Showing results for tags 'COP'.
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Hi guys, I'm trying to use COP noise to distort a Heightfield. I set the Source parameter of the Heightfield File SOP to COP to import my COP noise, but the setup isn’t working as expected. Am I missing something in the workflow? Or, is this the correct approach to achieve this effect? Thanks for helping. Heightfield_COP.hip
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Hi, 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? Thanks
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- set resolution
- cop
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Is there a node in COPS to warp textures based on an input? noise, another image etc
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Im trying to establish better link with Substance and Houdini , trying to get the best of both worlds. Basically, if I create and get some asset a look made in substance of a given procedural shader like an edge and scratch procedural wearing material recreat live the mesh dependency map directly in Houdini, without any export, baking in substance, importing back blablabla... When I link that AO and curvature with an external prebake EXR map it's work (after I have to fix a naming error in the Lab tools) but not when I try to "live" connect. Like shown above The image plane doesn't seem to be recognized and taken into consideration in the SBSAR processing? Ideally at the end, processing every asset with PDG... Anyoen has done PDG map baking for an all scene ? Im joining my hip and test substance file I quickly created.. Maybe it's a limitation of substance archive? It can't only take baked, but I guess if so we should be able to trick it isn'it? Many thanks guys ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Substance_automation_vince.hip testhoudini2.sbsar testhoudini3.sbsar
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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
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- point cloud
- cop
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Is there a way I can get the colour from the Heightfield Quickshade into a cop2net. I've tried sop import but it only cares about the heightfield planes (height, sediment, debris...), but I need the colour. The real objective is to get that quickshade result out of Houdini. I couldn't do it with a heightfield output, so I thought I should try via the cop2net. But first how to get it into the cop2net?
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- cop network
- cop2net
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Hi Everyone, last night I decided to put an end at 'not knowing how to use .sbsar texture files' in Houdini. So , I checked this and the workflow looks pretty straightforward https://www.sidefx.com/tutorials/sidefx-labs-substance-plugin/ I have been unable to get Mantra to load the maps from Cop somehow Could someone take a look at the test hipfile below and maybe try with a proven healthy .sbsar. Mines seem a bit doubtful as I get very few parameters and often if I hit one of them I crash instantly. SBSAR_COP_workflow_1.hipnc WoodGraph.sbsar
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I am trying to fetch textures from a folder run them through a COP2net process and export them back. Is there a way to automate this? Maybe Tops?
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i have a very simple cop2net that processes an input image and i have turned this small setup into an HDA with some parameters exposed. i want to run the cop2net for every image from my pc directory, have the HDA parameters wedged and export each time the generated image. So far i have linked the wedged parameters with my HDA parameters. 1) But how and where do i fetch my images? 2) and how do i export the result?
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Hi guys I am trying to export a map from cop directly to karma but it's not working. how could i fix it ? thank you .
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Hey guys I built something similar like the Unreal pixel depth offset dithering or one recent blender addon here, with customs breakup noise and ramp falloff. SOP --> wrangle in COP and back to SOP. But i lack the dynamic option since i have to specify the input to blend with, i guess i have to use python to have this input change dynamically for this and for now, im only blending 2 inputs at a time. Obviously your ground can be made of many objects, with lots of other ones blending into then Obviously, your ground can be made of many objects, with lots of other ones blending into them—assets just can’t straddle two objects and blend with both. Is it possible to make this blend dynamic? Sidefx, sorry to say but i have a lot of issue when injecting COP to SOP, to have my viewport been updated. Render is fine but viewport no. Is there a way to force the update? Is there a way to collect in an array all geo around a certain radius distance for the asset and compute the blending value according, so with more than two assets? Even if its usally what you need... Cheers ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas EhgzrVWXsAApdHB.mp4 M0-GeKTcr-tp9APD.mp4
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- unreal pixel depth offset dithering
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I've started playing around with the Mapbox Noce in the SideFX Labs Tool Box and its fantastic. But I've found a bit of a problem that I can't work out. Is there a way I can extract the texture or Cd into a compositing node then into a shader while keeping it all within Houdini with exporting anything? I'm using Houdini Apprentice anything I export out is limited resolution wise.
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Hello; I would like to render a COP as background color of my camera. I set: op:/img/comp1/Gradient_OUT in my camera background image tab, but it doesn't works. Any idea? Thanks.
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Is it possible to import multiple files in COPs in one go? I tried drag and drop but it does something completely weird, it deletes the whole network of nodes, and imports nothing. All I need is multiple file nodes each is reading from a different image. Possible?
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I am experimenting with creating an adjustable procedural softbox texture using a COP node. It's working well, but I am not getting interactive updates with RS IPR renders. I have tried using it as a texture on a RS area light, and as an emissive texture on an RS material. It works in both, but neither has live updates in the IPR window - manual refresh works just fine. I am wondering if there is a way to wire this up better to do that, or if this just not something that is possible? Current path in the texture slots: op:/img/img1/Softbox_Gradient_Builder_COP1/subnet1/softbox_out COP node:
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Hi Guys, is it possible to go ROP > COP > ROP I have a displacement from COP {noise} baked to texture, I would like to shading Color based on P.y but after displacement. Is there a way? I basicely using the same noise for Cd as for Displacement just shifted with ramp into some colors. The only way I found is "ramp from attribute" {from displacement Cd} and than take it back to COP and write textures. But the color is point color so I have to subdivide the mesh way to high. [using Arnold] B.
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Hi, anyone knows if op: path like op:/obj/Sphere/cop2net1/OUT should work in Arnold shader? Arnold Voppnet > standard surface > "image" node to color cant get it to work. I also tried opfullpath(/obj/Sphere/cop2net1/OUT) B.
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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
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- procedural
- texture
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Hey there. I am trying to read a heightmap, do some changes to a specific area and then write it back out again. I am making it a specific area because an 8x8k heightfield seems a bit too heavy. Unfortunately, when trying to use a Composite COP Node to compose the changed area back on the original image, it leaves big black bars, freezes Houdini, or just instantly kills Houdini. On trying to export it all with the ROP File Output node, it just g ives a bake error. Could anyone have a quick peek and see if there is something obviously wrong with my setup? I imagine it is because I am new to the program and am doing something fundamentally wrong with the way I build graphs. The attached HDA needs a heightmap and that's about it. The Composite node is in [HDA]/TerrainTileOut/Output_Texture/ where it's the second last node. Thanks. Terrain_Spawner.hda
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- heightfield
- terrain
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Hi, can anybody confirm or invalidate my suspicion that op: expression in shaders context (mat or shop) cuurently doesn't work? I know syntax has been a bit inconsistent between different Houdini versions but right now in 16.5 it doesn't seem to work at all for me. i tried: op: /obj/copnet/OUT op: "/obj/copnet/OUT" "op: /obj/copnet/OUT" op:`opfullpath('/obj/copnet/OUT')` and many other mutations of the same thing. anybody? thanks, D. file attached just for case copReferencing.hiplc
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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”)`
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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.
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Hallo all. I'm getting stuck into the terrain tools and having some good success with it, but I want to texture my terrain with textures from a COP network. After following Alex Dracott's GDC presentation. When I reference the COP network with 'op:/obj/masks/flow_cop' the texture does not appear. Tried lots of things, any ideas why it wouldn't show up? HIP attached. Thanks! hf_01.hiplc
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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)