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....
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😅
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...
@@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.
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.
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?
Nice one! Gotta love the new COP 😊
Thank You very much, Rohan!
great but what is the point of this?
How to do this in 1d noise? seems like cant fix seams in 1d noise
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
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....
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😅
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 !
😂
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...
Check out the Geometry tp Layer node in COPs
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.
I haven't checked out recipes at yet
@@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.
Very useful, thanks.
This seams. Is it a bug or a normal work of a copernicus?
It’s a limitation on how it currently imports the data into uvs. Hopefully they’ll correct it in the next version.
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.
Are there workarounds you've tried we could learn from?
now we just need a good workflow for UDIMS in COP :)
thanks
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.
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?
Thanks for these videos! I haven't started digging much myself yet, so it's very interesting to see the thought process.
I just did a copy paste. I'll try to remove the xyzdist and see if it breaks the code.
@@HristoVelev xyzdist is outputting the prim number and it's intrinsic uv's that are used in the primuv function to sample the attribute.
@@damjanmx there would be a variable on the left side of '=' to store the result of it though?