Because you need to be inside a Geometry node. It's not available in a COP2 network. Compositing deals with pixels not points. Points are a Geometry thing.
Does anyone know how to get the result from a copnet into unreal engine 4? I created a digital asset with the setup from this video, imported it to UE4, geometry looks ok, but the texture (the output from copnet) is not created. I know how to manually export the copnet result from houdini, but I would like the hda to do that. Is it possible?
@@RenderEverything Yes. I found this video th-cam.com/video/U4uLy1P3X4g/w-d-xo.html but it's not exactly what I want. This just outputs the vertex color data to a texture. I need the copnet data.
@P = @uv; is just genius. coming from classic 3d workflows this is mind bending. houdini is such a great tool! love it
I was looking for this for ages, thank you much!
this is gold! thank you very much! -immediate subscription;)
thanks for this new workflow 👍
Very good and rare tutorial!
Great technique, thanks for sharing this!
This is amazing, just what I've been looking for.
Insane! Thank u a lot!
this is pure gold, thanks a lot, you won an active sub :)
thanks so much for explaining this!
Thank you, thats great! Do you know how can we achieve that when having an object with UDIM :)?
REALLY HELPFUL!
Why do you flatten the geo in UV Space ? Why not pipe uv in XYZDist?
because he wanted to sample primitives that are closest to the pixels which are in UV space already!
Thank you !!
thank you
what if you have multiple material ID?
!!! THANK U !!!
annyone know how you can use something like @Y on a normal node like dilateerode ?
Hi, I can't find the point split node, is there something I missed ?
Because you need to be inside a Geometry node. It's not available in a COP2 network. Compositing deals with pixels not points. Points are a Geometry thing.
@@zdspider6778 Thank u for your answer
Does anyone know how to get the result from a copnet into unreal engine 4? I created a digital asset with the setup from this video, imported it to UE4, geometry looks ok, but the texture (the output from copnet) is not created. I know how to manually export the copnet result from houdini, but I would like the hda to do that. Is it possible?
@@RenderEverything Yes. I found this video th-cam.com/video/U4uLy1P3X4g/w-d-xo.html but it's not exactly what I want. This just outputs the vertex color data to a texture. I need the copnet data.
@@Titirez5 use the SideFX Labs Map Baker, it writes out attributes directly to UV space textures.