Really awesome, I can take the workflow ideas I learnt from Designer and apply them into Houdini. Such a great addition.. plus everything else this year just got exciting
I remember trying the COP environments from that playlist and finding the whole setup quite unintuitive and hard to work with. But since I want to limit myself to only doing things in Houdini in the future I think these new changes are very welcome.
47:45 awsome i have tried thinking trough this problem in material X and i just couldn't calmly think with the way everything needed to cache. I wonder if i can make this work for wood grain direction.
@@raincole It looks like its to move and scale the text within the circle, its a pre transform; like to change the relative vertical font size within the circle, where it starts and ends
That's the problem with Houdini. Too many TOPS and FLOPS and COPS and POPS and COKS... they really need to come up with better, more distinctive names for this stuff.
They're not as crucial to know as you think, you kinda just pick them up and they're words that sit in the back of your head. Use the software to light and render things or something. It's probably the easiest, yet meaningful way to get into the software. You'll pick up the codename/working-environment things very quickly. And some of them you'll probably never use
They are just abbreviations for the operators. C(ompositing)OP(operator). Lighting, Surface, Task, Dynamics, Particles etc. lops, sops, tops, dops, pops.
Uhhh, no. That is one of the least problematic parts of Houdini. Houdini has plenty of issues and the naming of the different contexts is nowhere near the top 100. I do agree that Copernicus is a good name for COPs, but it's marketing. Naming it Copernicus only works this well because we already know the foundation is called COPs.
This is the biggest Houdini update ever. I might be able to work exclusively in Houdini starting next month!
I love these new updates!!! procedural materials in Houdini is what it has been missing!
Finally some independence from other softwares.
Nice to see
Nikola's work is so amazinggg, what a legend!
This is the feature I've been waiting for.
This is great feature having inside Houdini. Great presentations as usual. Houdini is the beast
i love the potential of feeding procedural information coming in from other contexts such as SOPs, and be able influence the final texture!
Amazing talk, I learned so much!
that sesion was... jaw dropping.
Really awesome, I can take the workflow ideas I learnt from Designer and apply them into Houdini. Such a great addition.. plus everything else this year just got exciting
Insane progress with every release 😅 Side FX 🧡
Great demo! Thanks for putting so much work into this. I'm so excited to try this stuff out.
Can't wait for a proper masterclass and the documentation
This looks amazing, can't wait to dive into tutorials so we can learn COPs in depth.
That looks so much fun and insanely powerful!
These are amazing, whole new world opening up!
I remember trying the COP environments from that playlist and finding the whole setup quite unintuitive and hard to work with. But since I want to limit myself to only doing things in Houdini in the future I think these new changes are very welcome.
more cops tutorial please!! A lot more!
I want to run to it! I can't wait to mess with weird textures directly in Houdini! The release can't come soon enough!
Impressive 🙌
This is gonna be fun to play with, cant wait for this.
This guy is a genius 😭
The chalice was crazy
Impressive!
Amazing presentation Nikola. Thank you. Are these scene files going to be available for download at some point?
Yes, finally...very soon :)
@@damjanmxexciting, looking forward to it
@@damjanmx Can you please tell me where they would be uploaded?
@varunaiyar6214 they will probably be on sidefx website any day now.
Since there's sops controlling things like scattering, we could actually write vex to control parts (all!!?) of this? Love it
Working files would be great Help for learning
Soon! :)
Woow, I can't wait to ❤
this is basically substance designer inside Houdini, right?
47:45 awsome i have tried thinking trough this problem in material X and i just couldn't calmly think with the way everything needed to cache.
I wonder if i can make this work for wood grain direction.
Bravo Nice !
48:20 In substance usually there is a directional blur for doing this. I wonder if it's possible to do the same.
is there any plan to share the project files of the setups ?Or maybe sell it in gumroad ? it would be amazing to learn this new houdini feature!!
would be amazing please!
amazing
Good talk. Any chance of sharing the project files?
sickkk
How the UV transform at 14:06 work?
From looking at the video, basically the same as a distort node in current cops, or a copinput node if you use cop vop filters.
@@mattestela I'm a bit confused since it seems to scale and translate the UV, however the "circle" pattern at the center isn't changed
@@raincole It looks like its to move and scale the text within the circle, its a pre transform; like to change the relative vertical font size within the circle, where it starts and ends
in minute &:00 how to convert them into room map?
🥳🥳🥳
RIP Adobe Substance Subscription, 200 bucks per year is too much for me, but Houdini just won me over
It's GG
10:04 Can't see shit, Captain!
y u record at 4k and post 1080p? 😠 Text be hella smol.
The name of node is 'Tile Pattern" but he called it 'Time Sampler'. LOL. I know where it came from.
i cant even doing it. its for progemmer
The video quality is poor, the name of the nodes is not visible, the code is not read ((((((((
That's the problem with Houdini. Too many TOPS and FLOPS and COPS and POPS and COKS... they really need to come up with better, more distinctive names for this stuff.
They're not as crucial to know as you think, you kinda just pick them up and they're words that sit in the back of your head.
Use the software to light and render things or something. It's probably the easiest, yet meaningful way to get into the software.
You'll pick up the codename/working-environment things very quickly. And some of them you'll probably never use
You sound like some Blender user who has problem with most... Unimportant thing of the subject. Right?
They are just abbreviations for the operators. C(ompositing)OP(operator). Lighting, Surface, Task, Dynamics, Particles etc. lops, sops, tops, dops, pops.
Uhhh, no. That is one of the least problematic parts of Houdini. Houdini has plenty of issues and the naming of the different contexts is nowhere near the top 100. I do agree that Copernicus is a good name for COPs, but it's marketing. Naming it Copernicus only works this well because we already know the foundation is called COPs.