Don't Run from COPs | Nikola Damjanov | Houdini 20.5 HIVE Paris
ฝัง
- เผยแพร่เมื่อ 5 ก.ค. 2024
- Houdini's COP context has been rearchitected into Copernicus in Houdini 20.5! With Copernicus, you will have many new features and one of the big one is the ability to author procedural textures. This presentation will focus on that aspect, demonstrating its capabilities and techniques through a couple of detailed examples.
Nikola Damjanov is a generalist 3D artist with 15 years of experience. He transitioned from engineering to interactive media early in his career. Starting with creating models, animations, and VFX for music videos and movies, he later delved into architectural and product visualization, graphics, web design, and interactive art installations. He found his passion as a game artist, continuously honing his skills by exploring new tools and staying updated on tech innovations. Currently working as a lead game artist at Nordeus, Nikola is dedicated to shaping the company culture through mentoring, hiring, and active involvement in game-art communities. He enjoys sharing knowledge and learning from others in the industry.
00:00 Intro
04:32 Copernicus
07:52 The Glass Scene
10:16 The Cave Scene
19:35 The Tire Scene
23:06 The Space Scene
29:59 The Mushroom House
37:41 The Flower
48:51 The Prison
49:36 Q&A - ภาพยนตร์และแอนิเมชัน
I love these new updates!!! procedural materials in Houdini is what it has been missing!
Nikola's work is so amazinggg, what a legend!
Can't wait for a proper masterclass and the documentation
This is the biggest Houdini update ever. I might be able to work exclusively in Houdini starting next month!
Insane progress with every release 😅 Side FX 🧡
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!
This is the feature I've been waiting for.
that sesion was... jaw dropping.
Finally some independence from other softwares.
Nice to see
These are amazing, whole new world opening up!
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
That looks so much fun and insanely powerful!
more cops tutorial please!! A lot more!
Great demo! Thanks for putting so much work into this. I'm so excited to try this stuff out.
This looks amazing, can't wait to dive into tutorials so we can learn COPs in depth.
Impressive 🙌
Bravo Nice !
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.
WoW, this what I was looking for.
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!
Since there's sops controlling things like scattering, we could actually write vex to control parts (all!!?) of this? Love it
Impressive!
This is gonna be fun to play with, cant wait for this.
The chalice was crazy
Woow, I can't wait to ❤
amazing
sickkk
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.
🥳🥳🥳
in minute &:00 how to convert them into room map?
48:20 In substance usually there is a directional blur for doing this. I wonder if it's possible to do the same.
It's GG
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
i cant even doing it. its for progemmer
The name of node is 'Tile Pattern" but he called it 'Time Sampler'. LOL. I know where it came from.
10:04 Can't see shit, Captain!
y u record at 4k and post 1080p? 😠 Text be hella smol.
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.