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Пікірлер: 45
@bentway234 ай 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.
@MIXTraining4 ай бұрын
Very nice and simple to follow, great job, thank you
@pdjinne654 ай бұрын
This is so powerful... exactly what I needed. Sidefx rocks!
@maxrose88455 ай бұрын
Awesome. A lot of people were looking for this one - thanks Rohan!
@JM-am-or-pm4 ай 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?
@balazs.gyurics4 ай бұрын
Great and simple description! As always! Thanks! Copernicus seems to hide a lots of opportunities
@Terry_Williams5 ай 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.
@NathanApffel2 ай бұрын
Thank you for this and all the amazing Houdini content you make available to people like me who are still trying to lean Houdini. How does this effect the techniques you show in your tutorial series Toon shading SOPs? would you still use sops to do toon shading now that you can do it with karma and cops?
@Fakepilot5 ай бұрын
That's incredibly easy, useful and cool. 😀
@denmla79fx534 ай бұрын
great tutorial! I tried to render via husk like you showed but it just renders beauty pass without the copnet. Any ideas why?
@rohandalvi4 ай бұрын
I haven't tried it yet. I'll try it and let you know
@Puhvaika4 ай бұрын
I'm having the same problem. It doesn't seem to render the slap comp.
@Puhvaika4 ай 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.
@atefezare56235 ай бұрын
excellent tutorial! thank you! looking forward to more cops tutorials.
@h_the_lost4 ай бұрын
Hello, when I export the geometry it appears in gray and not with the colors and contours that I have in the viewport.
@rohandalvi4 ай 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_lost4 ай бұрын
@@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?
@rohandalvi4 ай бұрын
@@h_the_lost I'll make one next week.
@h_the_lost4 ай бұрын
@@rohandalvi Great, I'll be on the lookout
@kovalexart4 ай бұрын
Thnk you Rohan very much! Please make tutorial how to apply toon fx to complex scene with materials?
@HristoVelev5 ай бұрын
Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)
@rohandalvi5 ай бұрын
You can do that, but you have to do it at sop level.
@HristoVelev5 ай бұрын
@@rohandalvi trace sop should be able to turn the image to lines?
@rohandalvi5 ай 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.
@HristoVelev5 ай бұрын
@@rohandalvi fuse with a small radius?
@rohandalvi5 ай бұрын
@@HristoVelev yeah, I'm going to try that tomorrow.
@oliviernotot5 ай бұрын
Would that be also possible with Redshift ? Great tutorial thanks :)
@rohandalvi5 ай 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.
@oliviernotot5 ай бұрын
@@rohandalvi Ok thank you, I'll give it a try with redshift :)
@paveldruy5 ай бұрын
Thanks a lot, so cool!
@mangoship5 ай бұрын
Very nice, thank you.
@dissonantprotean54952 ай бұрын
Amazing! This was not possible in Karma before
@MaxPospelkov4 ай бұрын
Awesome!
@lveronese5 ай бұрын
lets gooooo! thank you
@webbhinton68423 ай бұрын
Is it possible to get a render WITHOUT using karma?
@rohandalvi3 ай 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.
@Bag99Rom4 ай бұрын
Like!, I was looking for something like a grease pencil in blender and found you!)
@rohandalvi4 ай 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.
@slick3d3925 ай бұрын
If you use a karma sky the alpha trick doesn't work.
@rohandalvi5 ай бұрын
Check if there's an option to not render the sky in the light settings.
@MIXTraining4 ай 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
@slick3d3924 ай 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.