Houdini 20.5 - Rasterize attributes using VEX in COPs

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  • เผยแพร่เมื่อ 1 ม.ค. 2025

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  • @johannestiner
    @johannestiner 4 หลายเดือนก่อน

    Nice one! Gotta love the new COP 😊

  • @massimobaita7178
    @massimobaita7178 4 หลายเดือนก่อน

    Thank You very much, Rohan!

  • @Mega-Tales
    @Mega-Tales 4 หลายเดือนก่อน

    great but what is the point of this?

  • @Sead1337
    @Sead1337 24 วันที่ผ่านมา

    How to do this in 1d noise? seems like cant fix seams in 1d noise

  • @VFX4DESIGN
    @VFX4DESIGN 2 หลายเดือนก่อน

    There is curvature in Karma CPU and now AO in both CPU and XPU. I’m sure it’s only a matter of time like always…. great tips thanks

  • @Artichoke18
    @Artichoke18 4 หลายเดือนก่อน

    Thanks so much! Do you think this is a problem that SideFX will adress in future updates? So COPs working in a way that handles UV seams better... I guess would be nice to don't need this workflow everytime....

    • @rohandalvi
      @rohandalvi  4 หลายเดือนก่อน +1

      No idea. But This is the first version of COPs , it should improve with time . You can report this to sidefx support so they know it's an issue. I'm too lazy to do it😅

  • @frigbychilwether
    @frigbychilwether 5 หลายเดือนก่อน

    Hi, handy tip. My hands were hovering over the keyboard to ask about needing the layer when you didn't add the uv one, but you noticed it first !

    • @rohandalvi
      @rohandalvi  5 หลายเดือนก่อน +1

      😂

  • @namearchi
    @namearchi 5 หลายเดือนก่อน +1

    Cool stuff thx, any idea is bringing heightfield masks available in new cop WITHOUT converting it into geo, as its normally super heavy and all setup becomes too glitchy...

    • @damjanmx
      @damjanmx 5 หลายเดือนก่อน +4

      Check out the Geometry tp Layer node in COPs

  • @nickcentanni1500
    @nickcentanni1500 4 หลายเดือนก่อน

    You can use recipes now to do what you did with the shelf near the end of the video, in case you hadn't looked into them yet.

    • @rohandalvi
      @rohandalvi  4 หลายเดือนก่อน

      I haven't checked out recipes at yet

    • @kamazooliy
      @kamazooliy 4 หลายเดือนก่อน

      ​@@rohandalviYou really should Rohan. It's a quick system to learn and eternally useful. You can also share the recipe files to other to build networks quicker.

  • @karlisstigis
    @karlisstigis 4 หลายเดือนก่อน

    Very useful, thanks.

  • @kir11
    @kir11 25 วันที่ผ่านมา

    This seams. Is it a bug or a normal work of a copernicus?

    • @rohandalvi
      @rohandalvi  23 วันที่ผ่านมา +1

      It’s a limitation on how it currently imports the data into uvs. Hopefully they’ll correct it in the next version.

  • @krylonpoet
    @krylonpoet 4 หลายเดือนก่อน +1

    I second your request to have a bake curvature node in cops. The lack of bakers in cops is frustrating. I know I can do some of this with a lends shader in karma, although there is no aov for curvature. It would be SO convenient to bake to texture or 2d volume in cops. It’s really a pain to subdivide the geo to get detail needed for rasterization, and even after subdivision it is just not the same as a bake.

    • @kamazooliy
      @kamazooliy 4 หลายเดือนก่อน

      Are there workarounds you've tried we could learn from?

  • @wewantmoreparty
    @wewantmoreparty 4 หลายเดือนก่อน +1

    now we just need a good workflow for UDIMS in COP :)

  • @paoloricaldone6273
    @paoloricaldone6273 5 หลายเดือนก่อน +1

    thanks

  • @hristovelev3906
    @hristovelev3906 5 หลายเดือนก่อน

    I doubt it could be done straight in cops, because it looks like it doesn't have access to the geometry. SOP, and the renderer have access to it.

    • @HristoVelev
      @HristoVelev 5 หลายเดือนก่อน

      the primuv uses intrinsic uvs, they are continuous and cover the entire surface, unlike explicit uvs that have seams. That vex looks a bit weird though - looks like the xyzdist doesn't do anything?

    • @HristoVelev
      @HristoVelev 5 หลายเดือนก่อน

      Thanks for these videos! I haven't started digging much myself yet, so it's very interesting to see the thought process.

    • @rohandalvi
      @rohandalvi  5 หลายเดือนก่อน

      I just did a copy paste. I'll try to remove the xyzdist and see if it breaks the code.

    • @damjanmx
      @damjanmx 5 หลายเดือนก่อน +1

      @@HristoVelev xyzdist is outputting the prim number and it's intrinsic uv's that are used in the primuv function to sample the attribute.

    • @HristoVelev
      @HristoVelev 5 หลายเดือนก่อน

      @@damjanmx there would be a variable on the left side of '=' to store the result of it though?