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Пікірлер: 43
@maxrose8845Ай бұрын
Awesome. A lot of people were looking for this one - thanks Rohan!
@MIXTrainingАй бұрын
Very nice and simple to follow, great job, thank you
@spyral00Ай бұрын
This is so powerful... exactly what I needed. Sidefx rocks!
@kovalexart24 күн бұрын
Thnk you Rohan very much! Please make tutorial how to apply toon fx to complex scene with materials?
@HristoVelevАй бұрын
Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)
@rohandalviАй бұрын
You can do that, but you have to do it at sop level.
@HristoVelevАй бұрын
@@rohandalvi trace sop should be able to turn the image to lines?
@rohandalviАй 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.
@HristoVelevАй бұрын
@@rohandalvi fuse with a small radius?
@rohandalviАй бұрын
@@HristoVelev yeah, I'm going to try that tomorrow.
@Terry_WilliamsАй 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.
@balazs.gyurics27 күн бұрын
Great and simple description! As always! Thanks! Copernicus seems to hide a lots of opportunities
@JM-am-or-pmАй 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?
@FakepilotАй бұрын
That's incredibly easy, useful and cool. 😀
@atefezare5623Ай бұрын
excellent tutorial! thank you! looking forward to more cops tutorials.
@bentway23Ай 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.
@paveldruyАй бұрын
Thanks a lot, so cool!
@mangoshipАй бұрын
Very nice, thank you.
@Bag99RomАй бұрын
Like!, I was looking for something like a grease pencil in blender and found you!)
@rohandalviАй 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.
@denmla79fx53Ай бұрын
great tutorial! I tried to render via husk like you showed but it just renders beauty pass without the copnet. Any ideas why?
@rohandalvi28 күн бұрын
I haven't tried it yet. I'll try it and let you know
@Puhvaika19 күн бұрын
I'm having the same problem. It doesn't seem to render the slap comp.
@Puhvaika19 күн бұрын
I was able to render out from ROP Image Copernicus node straight from the COP network, but it doesn't use the time information so every frame is the same depending on what frame you are on the timeline. For single images it could be used, but for animation it does not seem to be the solution.
@MaxPospelkovАй бұрын
Awesome!
@lveroneseАй бұрын
lets gooooo! thank you
@webbhinton68426 күн бұрын
Is it possible to get a render WITHOUT using karma?
@rohandalvi6 күн бұрын
It is a post process, so you need a base render from somewhere doesn’t have to be karma, use any render engine. You could do a screenshot of the viewport and work on that but you’ll need something.
@h_the_lost11 күн бұрын
Hello, when I export the geometry it appears in gray and not with the colors and contours that I have in the viewport.
@rohandalvi10 күн бұрын
It’s a post effect. You’ll need to render tha base render and then Load it into cops using a file node and apply the effect to that . And then render that out using a rop output node.
@h_the_lost10 күн бұрын
@@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?
@rohandalvi10 күн бұрын
@@h_the_lost I'll make one next week.
@h_the_lost9 күн бұрын
@@rohandalvi Great, I'll be on the lookout
@oliviernototАй бұрын
Would that be also possible with Redshift ? Great tutorial thanks :)
@rohandalviАй 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.
@oliviernototАй бұрын
@@rohandalvi Ok thank you, I'll give it a try with redshift :)
@slick3d392Ай бұрын
If you use a karma sky the alpha trick doesn't work.
@rohandalviАй бұрын
Check if there's an option to not render the sky in the light settings.
@MIXTrainingАй 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
@slick3d392Ай 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.