Houdini 20.5 - toon shading using copernicus

  Рет қаралды 8,304

Rohan Dalvi

Rohan Dalvi

Күн бұрын

for more houdini training visit
www.rohandalvi.net

Пікірлер: 45
@bentway23
@bentway23 4 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.
@MIXTraining
@MIXTraining 4 ай бұрын
Very nice and simple to follow, great job, thank you
@pdjinne65
@pdjinne65 4 ай бұрын
This is so powerful... exactly what I needed. Sidefx rocks!
@maxrose8845
@maxrose8845 5 ай бұрын
Awesome. A lot of people were looking for this one - thanks Rohan!
@JM-am-or-pm
@JM-am-or-pm 4 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.gyurics
@balazs.gyurics 4 ай бұрын
Great and simple description! As always! Thanks! Copernicus seems to hide a lots of opportunities
@Terry_Williams
@Terry_Williams 5 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.
@NathanApffel
@NathanApffel 2 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?
@Fakepilot
@Fakepilot 5 ай бұрын
That's incredibly easy, useful and cool. 😀
@denmla79fx53
@denmla79fx53 4 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?
@rohandalvi
@rohandalvi 4 ай бұрын
I haven't tried it yet. I'll try it and let you know
@Puhvaika
@Puhvaika 4 ай бұрын
I'm having the same problem. It doesn't seem to render the slap comp.
@Puhvaika
@Puhvaika 4 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.
@atefezare5623
@atefezare5623 5 ай бұрын
excellent tutorial! thank you! looking forward to more cops tutorials.
@h_the_lost
@h_the_lost 4 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.
@rohandalvi
@rohandalvi 4 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_lost
@h_the_lost 4 ай бұрын
@@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?
@rohandalvi
@rohandalvi 4 ай бұрын
@@h_the_lost I'll make one next week.
@h_the_lost
@h_the_lost 4 ай бұрын
@@rohandalvi Great, I'll be on the lookout
@kovalexart
@kovalexart 4 ай бұрын
Thnk you Rohan very much! Please make tutorial how to apply toon fx to complex scene with materials?
@HristoVelev
@HristoVelev 5 ай бұрын
Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)
@rohandalvi
@rohandalvi 5 ай бұрын
You can do that, but you have to do it at sop level.
@HristoVelev
@HristoVelev 5 ай бұрын
@@rohandalvi trace sop should be able to turn the image to lines?
@rohandalvi
@rohandalvi 5 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.
@HristoVelev
@HristoVelev 5 ай бұрын
@@rohandalvi fuse with a small radius?
@rohandalvi
@rohandalvi 5 ай бұрын
@@HristoVelev yeah, I'm going to try that tomorrow.
@oliviernotot
@oliviernotot 5 ай бұрын
Would that be also possible with Redshift ? Great tutorial thanks :)
@rohandalvi
@rohandalvi 5 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.
@oliviernotot
@oliviernotot 5 ай бұрын
@@rohandalvi Ok thank you, I'll give it a try with redshift :)
@paveldruy
@paveldruy 5 ай бұрын
Thanks a lot, so cool!
@mangoship
@mangoship 5 ай бұрын
Very nice, thank you.
@dissonantprotean5495
@dissonantprotean5495 2 ай бұрын
Amazing! This was not possible in Karma before
@MaxPospelkov
@MaxPospelkov 4 ай бұрын
Awesome!
@lveronese
@lveronese 5 ай бұрын
lets gooooo! thank you
@webbhinton6842
@webbhinton6842 3 ай бұрын
Is it possible to get a render WITHOUT using karma?
@rohandalvi
@rohandalvi 3 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.
@Bag99Rom
@Bag99Rom 4 ай бұрын
Like!, I was looking for something like a grease pencil in blender and found you!)
@rohandalvi
@rohandalvi 4 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.
@slick3d392
@slick3d392 5 ай бұрын
If you use a karma sky the alpha trick doesn't work.
@rohandalvi
@rohandalvi 5 ай бұрын
Check if there's an option to not render the sky in the light settings.
@MIXTraining
@MIXTraining 4 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
@slick3d392
@slick3d392 4 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.
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