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.
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.
@@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.
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
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?
@@proceduralcoffeeThumbnails 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.
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.
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
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
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!
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
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.