This is so powerful... exactly what I needed. Sidefx rocks!
@visualscience2502Күн бұрын
love your videos man, thank you so much for sharing.
@denmla79fx532 күн бұрын
great tutorial! I tried to render via husk like you showed but it just renders beauty pass without the copnet. Any ideas why?
@rohandalvi9 сағат бұрын
I haven't tried it yet. I'll try it and let you know
@paoloricaldone62733 күн бұрын
thanks Rohan
@yashroy17043 күн бұрын
Sir you where going to create tutorial on uv and texture of raygun, when will that uploaded and i just learned alot of new stuff, never saw anything related to height fields. Thanks for the tutorial 🙏
@selimsubasii3 күн бұрын
The main thing that i am struggling with is the lack of satmaps in houdini when i try to texture stuff. Those stuff makes background terrains super easy to texture since it adds lots of variety to colors. I wish we had such colormaps as presets inside houdini like we do in the color ramps.
@Al1987ac3 күн бұрын
What's "satmaps"? Satellite maps?
@Handcraftedcc3 күн бұрын
Odtools has satmaps for houdini!
@Al1987ac3 күн бұрын
LABS have Mapbox.
@selimsubasii2 күн бұрын
@@Handcraftedcc Wow havent seen that even though I have odtools :D i checked the documents but couldn't find it. Which node is it ? 🙏
@selimsubasii2 күн бұрын
@@Al1987ac Mapbox doesn't do the thing for me
@whocares63023 күн бұрын
Hi Rohan my friend (you are not really my friend). Hope your day goes well (I hope it don't). I am thankful for yet another great tutorial from you (I really am).
@rodrigovillamillamas34003 күн бұрын
Rohan could you try combine cops with redshift without bakeing textures to disk? Are this powerfull tools made for use just with karma or we can use anoter render engine? Great tutorial btw! 🎉
@rohandalvi3 күн бұрын
If redshift can use the OP syntax, like i typed in the UV quickshade node, then you can use the same method in redshift without writing the textures to disk.
@Mojo_TheArtist4 күн бұрын
Hi guys! Say, can you do a tutorial on how to run Octane on Solaris? In fact, I can’t make it work, Octane disappears losque I switch into the viewport. 😭 But a comment explanation would be really cool. Thank you in advance. 🙌
@MrDurgaprasad3695 күн бұрын
awesome.....very helpful tutorial
@karimoh31545 күн бұрын
an other great tutorial rohan
@JM-am-or-pm5 күн бұрын
Wow very cool, never used COPs in this way - thanks for making this! One problem I have is not getting live updates - I have to toggle the "Slap Comp" button on the viewport on and off to get an update for every change. Anyone know why that could be?
@yeemenfeng97687 күн бұрын
this video is so informative so great!!! Thank you so much!!!!!🧡
@Bag99Rom7 күн бұрын
Like!, I was looking for something like a grease pencil in blender and found you!)
@rohandalvi7 күн бұрын
I have a training series on my website for building toon shaders and outlines in SOPs. You can take a look at that. It might be useful.
@bentway238 күн бұрын
Fantastic! I would love to see a follow-up on how to render, though--those help docs get a bit esoteric and I have yet to be able to get it to work. A render image rop within the copnet just spits out lots of copies of whatever frame is in the viewport, and rendering through the usual render rop--even with slap comp enabled in Husk--doesn't seem to pick up any of the copnet stuff.
@musashidanmcgrath8 күн бұрын
This is Houdini's version of deleting the default cube in Blender. 😅
@theawesomehellcg8 күн бұрын
This is freaking awesome Thanks !!, BTW to round the triangle you can put the blur right after the SDF before the mono, works like a freaking wonder XD
@MIXTraining9 күн бұрын
Very nice and simple to follow, great job, thank you
@MaxPospelkov9 күн бұрын
Awesome!
@MIXTraining9 күн бұрын
Really good tutorial, thank you
@vpnbtr9 күн бұрын
do we have a similar node like karma volume in USD Material Builder?
@frigbychilwether10 күн бұрын
Hi, really nice work. Never having used anything like substance I was initially wondering why you'd do something like this instead of actually just modelling it in sops, but the last bit when you turned it into a texture and had it all done at render time made it all make sense. Thanks.
@rohandalvi10 күн бұрын
You can also export the textures to other softwares
@stereographik10 күн бұрын
Simple and perfect to get started with COP, Thank you Rohan !
@andyoaryoga786110 күн бұрын
Ah it's similar to Cinema 4D Cloner. thanks mate
@ericforster219111 күн бұрын
great little demo Rohan!
@sauloarruda788111 күн бұрын
thank you!
@aparajitninawe45311 күн бұрын
superb sir
@Kumodot11 күн бұрын
Thanks for this quick overlook at it !
@thehomedepothouseplant998611 күн бұрын
Thanks Rohan!
@thehomedepothouseplant998611 күн бұрын
Awesome!
@slick3d39211 күн бұрын
If you use a karma sky the alpha trick doesn't work.
@rohandalvi11 күн бұрын
Check if there's an option to not render the sky in the light settings.
@MIXTraining9 күн бұрын
yes, you need to turn off the light showing in the viewport or you could use the z depth to get the alpha of the object since they are far apart
@slick3d3929 күн бұрын
@@MIXTraining Yes, I used the depth information, but wat I want is exactly to have the sky rendering. Anyway, I'm looking for a way to do the cel shading without the post effect, directly in the copernicus nodes.
@actofmelt12 күн бұрын
Could you also use Match Size instead of the group by range and copy to points to attach the barrel?
@rohandalvi11 күн бұрын
Yes, absolutely. You can do that too.
@actofmelt11 күн бұрын
@@rohandalvi thanks
@mangoship12 күн бұрын
Very nice, thank you.
@oliviernotot12 күн бұрын
Would that be also possible with Redshift ? Great tutorial thanks :)
@rohandalvi12 күн бұрын
As long as redshift gives you AOVs and is capable of using a slap comp, the method will remain the same. I can't make a tutorial on redshift because i don't have redshift.
@oliviernotot12 күн бұрын
@@rohandalvi Ok thank you, I'll give it a try with redshift :)
@Fakepilot12 күн бұрын
That's incredibly easy, useful and cool. 😀
@Mega-Tales12 күн бұрын
"You'll float too" nice IT reference
@maxrose884513 күн бұрын
Awesome. A lot of people were looking for this one - thanks Rohan!
@Terry_Williams14 күн бұрын
Thanks for the tutorial, this is great, also, remember you can turn off the preview of the cop nodes to save space and performance.
@atefezare562314 күн бұрын
excellent tutorial! thank you! looking forward to more cops tutorials.
@paveldruy14 күн бұрын
Thanks a lot, so cool!
@HristoVelev14 күн бұрын
Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)
@rohandalvi14 күн бұрын
You can do that, but you have to do it at sop level.
@HristoVelev14 күн бұрын
@@rohandalvi trace sop should be able to turn the image to lines?
@rohandalvi14 күн бұрын
@@HristoVelev yeah, i tried that. It works nicely but it creates a polygon. I wanted to create curves so i can render it with width. The issue is that it creates two curves Because it generates an outline.
@HristoVelev14 күн бұрын
@@rohandalvi fuse with a small radius?
@rohandalvi14 күн бұрын
@@HristoVelev yeah, I'm going to try that tomorrow.
@lveronese14 күн бұрын
lets gooooo! thank you
@YashRoy-fq9ov17 күн бұрын
HI sir i wanted to know how we can import model that are texture (using udim method in houdini) , pls explain the udim workflow in houdini
@YashRoy-fq9ov17 күн бұрын
waiting for the uv tutorial!
@hemantdoke983117 күн бұрын
Hi, thank you for the great tutorial! Is there a way to visualize noise on the viewport as a CD like this example: kzbin.info/www/bejne/q3SxiHSVi6qEa6c
@kylestitt62717 күн бұрын
Coming from Blender, we have a “Separate by Loose” action that I was beating my head against the wall trying to replicate in houdini after my meshes were merged into a vellum sim. This was hugely helpful!!
@kavaspeaks17 күн бұрын
Excellent tutorial, Rohan!
@bbrother9218 күн бұрын
I also fee that Houdini is hard for texturing and modeling
@rohandalvi17 күн бұрын
The reason for modelling in houdini is if you want the model to be procedural. So if your scene requires a lot of variations of a given model, then it's a great idea to model in houdini. If you're just looking to model some hero assets that you don't need to modify, then any other software that you're comfortable with is good enough.
@bbrother9217 күн бұрын
@@rohandalvi thanks, one more question - do you think houdini is good for rendering? or is better to render 3d in other software?
@rohandalvi17 күн бұрын
@@bbrother92 Houdini is good enough for rendering. It has a higher learning curve but you can definitely use it for rendering. You also get all the major rendering plugins for Houdini like vray, redshift and Arnold. And karma, the in built render engine is also pretty nice.
@bbrother9217 күн бұрын
@@rohandalvi but it's easier to create big scene with ready assetsin blender or UE its easier to apply materials - am I right?
@rohandalvi17 күн бұрын
@@bbrother92 if you're using ready made assets then you can built a scene fairly quickly in houdini as well. But unreal is definitely better because materials and lighting is easier. I can't comment on blender because i don't use it.
@bbrother9218 күн бұрын
But why - you can do this in sculpting app in 15 minutes
@labu_e-sports6 күн бұрын
Cause it’s not only about sculpting but also about modelling to texturing lighting rendering fx and simulation etc it’s the basic part to know about tools which we can learn by these kind of awesome tutorials and stuffs