In this step by step tutorial we will create a chesterfield leather material in the new cops using Houdini 20.5. Grab the file: / cgside My procedural Houdini courses: / shop #houdini #procedural Thank you
Пікірлер: 28
@philippsedov742 ай бұрын
the rooster in the background - is magical
@brokenfix2 ай бұрын
The guy was giving tips!
@gerescm4 күн бұрын
Wow this is great, you learn fast!
@alainhanni48742 ай бұрын
Far out ! This is amazing !!! How powerful !!! Thank you so much, man !!!
@ThePOD32 ай бұрын
Great introduction to Copernicus, thank you!
@irinamal3518Ай бұрын
Thank you for great tutorial! I love the sounds of birds and a rooster in the background 😊
@sprawa78322 ай бұрын
cgside : does anything rooster : KOOOOKOOOOOOORYKUUUUUUUUUUUU
@vaskerstudio94292 ай бұрын
Thanks for this tutorial, coming from substance designer this feel just right. You could have made this paid but you gave us free so thank you very much
@TeotiGraphix2 ай бұрын
Very nice tutorial. For us that have been around a bit through Substance's dramas(years), SDFs and geometry available in context is powerful and innovating, so awesome. Connected right into the Houdini Engine in Unreal. I love we can keep everything as well as Smart Materials in our HDAs now crossing back and forth. For others, most all these nodes in COPS are opens source OpenCL right in the node(FractalNoise etc), so it's all OPEN for extension etc to push the limits and tune things!
@atefezare56232 ай бұрын
this is an amazing tutorial!!! look forward to more creative tutorials of cops!!!! thank you!!!
@JacKsCave2 ай бұрын
yeahhhh!!! i admire you a lot !!! always testing houdini. Thanks for that!!! Copernicus its a game changer , im waiting for more and more stuff like this !!
@frigbychilwether2 ай бұрын
Hi, that is very impressive. I've never used substance so wasn't sure what to expect from copernicus, but this example shows it's power and range. Various animals also seemed to approve of this video :)
@luisomenMonAtiCPlaYs2 ай бұрын
Amazing tutorial as Always!
@Somethinginvisible12 ай бұрын
awesome!! someday could you explain fabric texutre in cops??? : )
@junechevalier2 ай бұрын
As for today, on MacOS, Vulkan isn't supported. Anyone on MacOS following this tutorial might wonder why the viewport does not change when the heightmap is connected to the Preview Material node. This is a bug. If you render the scene with Karma, the height will show, so the information is there, just not shown when you're on OpenGL (as Vulkan isn't available). An additional bug is that the viewport now runs at like 13 fps, whereas in H20, grooming almost a million of hair gave me 50+ fps
@MrSunamo2 ай бұрын
Following your tutorial, but when you start applying color to the texture in the first Mono to RGB node, I can only enter 6 values instead of the eight shown in your video. My precision is set to 32-bit, so I don't know what's going on. So far, it's a good tutorial! Thanks.
@cgside2 ай бұрын
I am not sure what's going on in there, because hex colors should have only 6 values. Some bug maybe, sorry about that. In this case the colors are not really important, just pick what feels nice to you. Cheers
@khomatech64282 ай бұрын
I can only assume that 'hypot' is short for hypotenuse, which I would then assume functions as a modified Add function... perhaps a different interpolation as the results look identical in this case.
@philipZhang862 ай бұрын
NNNNNNNNNNNNNNice tutorial~~
@MathiasJ892 ай бұрын
Leather turned out really nice. Would you show how to export the textures next time?
@cgside2 ай бұрын
It's really simple. Just use a rop file output node or the op syntax to use in karma.
@MathiasJ892 ай бұрын
@@cgside Ah thanks, thought you might've had to do a more automated setup.
@marccb2 ай бұрын
HYPOT stands for hypotenuse, but I have yet to understand how it works here, even after this: "Hypot Channel-wise, takes the length of the vector formed by the foreground and background channels."
@wariojoel2273Ай бұрын
how do you export the result as a texture map?
@cgsideАй бұрын
rop image output, or the "op:" syntax if you're rendering inside houdini.