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Overview ¶
A COP network contains Copernicus nodes for real-time image manipulation in a 3D space. You can manually add a COP network or use the default COP network Houdini creates at /img
(see How to access Copernicus).
Wiring COPs together controls the flow of layer and geometry data, from nodes that load or generate this data through nodes that modify the data.
Copernicus nodes have a different node body from other network nodes:
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Copernicus nodes include a preview thumbnail in the node body. To hide or show the preview thumbnail, click the arrow in the bottom left corner of the node.
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For nodes with multiple outputs, click the output name in the bottom right of the node to select which output displays.
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You can’t assign custom shapes to COPs because they have a unique layout.
See Working with Copernicus nodes for more information about using Copernicus nodes.
COP flags ¶
Icon |
Key |
Description |
---|---|---|
|
Q or B |
Bypass disables the node, making it pass its input image through to the output unchanged. This is useful for testing and visualizing the effect the node has in the viewer. When a node is bypassed, the flag on the left of the node is lit yellow. |
|
W |
Shaded Template makes the node’s image visible (and snap-able) in the 3D viewer even if the node doesn’t have the display flag on. This lets you select components from the templated image in the viewport and components on the image with the display flag. To reset all shaded template flags, turn the flag on and then off on a random node. When the shaded template flag is on, the flag second from the right of the node is lit purple and a purple ring appears around the node. |
|
E |
Template makes the node’s image visible (and snap-able) in the 2D and 3D viewer even if the node doesn’t have the display flag on. When in the 3D viewer, the output of any nodes with the template flag on is shown as a gray outline. Use the shaded template flag instead of the template flag when you're in the 3D viewer to see more than an outline of the image. When the template flag is on, the flag second from the right of the node is lit pink and a pink ring appears around the node. |
|
R |
Display marks the node whose output appears in the COP viewer. Often this is at the end of the network, showing the cumulative output of the network, but you can (and will often) move the display flag around the network to check the output of different nodes. When the display flag is on, the flag on the right of the node is lit blue and a blue ring appears around the node. 3D Output lets the 3D viewer display something different from the 2D viewer. ⌃ Ctrl + When the 3D output flag is on, the flag on the right of the node is lit orange. |
Nodes ¶
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Generates an image with a 3D illusion.
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Generates textures by baking between a low-resolution and high-resolution mesh at interactive speeds.
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Curves images using handles or a captured region.
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Blends two layers together.
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Start of a block, containing its inputs.
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End of a block, declaring its outputs.
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Compiles a block and produces its geometry representation.
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Applies a blur to a layer.
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Creates a Bokeh effect by expanding each pixel by an aperture shape.
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Finds the bounding rectangle of a mask.
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Brightens a layer.
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Generates bubble noise.
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Removes empty wires from a cable.
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Combines two cables into one cable.
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Combines input layers into a cable.
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Renames a cable’s wires based on filters.
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Sorts a cable’s wires by name.
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Splits a cable based on filtering parameters.
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Selects an input cable.
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Extracts individual wires from a cable.
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Caches the input layers for faster playback.
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Creates a layer in a camera’s space.
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Adjusts the camera properties of a layer.
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Extracts a channel from a layer.
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Combines multiple Mono layers into one multichannel layer.
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Divides a layer’s channels into Mono layers.
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Swaps channels within a multichannel layer.
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Creates an alternating checker pattern.
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Generates interference patterns that represent various vibration modes.
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Keys an input based on hue, saturation, and luminance ranges.
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Adds chromatic aberration to your image.
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Clamps an input layer.
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Generates a billowy cloud noise.
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Adjusts colors in the image.
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Combines all input layers.
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Blends two normal maps together.
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Creates a mask by comparing two layers.
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Initializes pixels to constant values.
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Arranges input layers into a contact sheet.
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Applies contrast to a layer.
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Converts depth layers between height, depth, and distance.
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Converts normal layers between signed and offset.
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Convolves a layer by a 3×3 kernel.
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Copies stamps and applies transformations to the copies.
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Pins a layer’s corners in a reference layer.
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Crops a layer to a new size.
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Performs a cross product of two RGB layers.
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Builds a matte from cryptomatte layers.
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Decodes a cyrptomatte into coverage and ID.
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Encodes a coverage and object hash into a cryptomatte layer.
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Generates a sharp and angular Worley noise type.
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Computes the curvature of a layer.
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Lets you interactively draw Bézier curves using tools similar to 2D illustration programs, as well as polylines and NURBS.
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Defocuses an input layer.
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Denoises an input layer.
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Removes white noise from an image.
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Computes the derivative of the source layer along the x- and y-axis.
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Dilates or erodes a layer.
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Distorts an input layer.
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Performs dot product between two layers.
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Detects edges in the input image.
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Detects varying-width silhouette lines.
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Detects varying-width self-occluding silhouettes.
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Detects varying-width crease-lines.
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Computes distances by solving the Eikonal equation.
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Equalizes colors by stretching or shifting their range.
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Generates a message, warning, or error.
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Fills empty areas of an image using colors at the edges of non-empty areas.
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Smooths out sharp changes in contrast.
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Brings a COP node’s outputs into the current network.
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Loads an image or video from disk.
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Fills a layer with a constant value.
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Flood fills the connected regions of a layer.
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Flips a layer horizontally, vertically, or diagonally.
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Start of a Flow simulation block.
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End of a Flow simulation block.
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Flow Project Non-Divergent Multigrid
Removes divergent components from a 2-dimensional vector field.
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Rasterizes text onto a layer from Type 1, TrueType, and OpenType fonts.
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Generates fractal noise.
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Generates fractal noise from 3D locations.
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Applies a mathematical function to a layer.
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Applies gamma correction to a layer.
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Converts a volume into a layer.
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Adds glow to an image based on its luminance.
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Converts between RGB and HSV color spaces, or modifies HSV.
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Distorts the input layer to simulate heat around fire and other mirage effects.
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Distorts the input layer using another layer to simulate heat around fire and other mirage effects.
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Imagines a sphere for each pixel and determines how occluded that sphere is based on its surroundings.
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Converts a height layer to a normal layer.
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Creates shadows using a virtual light source.
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Visualizes layers as colored heightfields.
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Randomly tiles texture.
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Builds a histogram from a layer.
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Generates hyperbolic polygon tiles for texture patterns.
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Creates a mask from an ID layer based on filtering parameters.
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Converts an ID layer into a mono layer.
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Converts an ID layer into an RGB layer.
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Computes a Signed Distance Field from changes in ID values.
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Detects and then fixes or highlights illegal pixels in images.
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Fetches the input to a subnetwork.
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Simple integration of a VDB along camera rays.
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Inverts a layer.
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Runs a block using inputs plugged into this node.
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Runs a program saved into geometry using inputs plugged into this node.
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Computes the Julia set to create a fractal.
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Applies the Kuwahara filter, which creates painterly effects.
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Applies grid-based deformation to a layer.
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Generates a layer.
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Adds or edits user-defined metadata on a layer.
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Removes user-defined metadata from a layer.
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Edits basic layer metadata.
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Render Curves into a Layer.
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Sets a layer’s values from a VDB.
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Converts a layer into a 2D volume.
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Creates points based on a layer.
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Creates a point for each leaf of a VDB that would be in an envelope.
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Adds radial and tangential distortion to a layer based on OpenCV coefficients.
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Lights a layer given a light direction and normals.
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Captures images from a live video source.
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Creates a mask from 2D curves.
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Transforms a layer to match a reference camera.
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Reframes pixels of a layer to match a particular UDIM tile.
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Applies a median filter to an image.
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Mirrors an image based on an arbitrary number of planes.
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Converts a layer to mono.
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Converts a mono layer into an ID layer.
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Converts a mono layer into an RGB layer.
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Converts a mono layer into an RGBA layer.
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Computes a signed distance field from an iso-level of a mono layer.
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Passes inputs to the outputs.
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Converts color spaces using OCIO transforms.
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Applies inference from an ONNX Machine Learning model.
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Executes an OpenCL kernel on layers, attributes, volumes, and VDBs.
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Collects the outputs of a subnetwork.
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Generates phasor noise, which resembles a wave pattern.
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Increases the size of pixels to pixelate an input layer.
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Converts polar coordinate pixels to Cartesian pixels.
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Generates a position map.
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Samples an input texture by position.
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Computes the prefix sum of a layer.
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Premultiplies or un-premultiplies an RGBA layer.
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Applies the preview material to geometry.
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Projects a layer onto a target layer.
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Changes the activation of VDBs in a Pyro simulation.
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Advects VDBs by Velocity.
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Advects a VDB by a flow map.
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Applies a force around an axis to a velocity VDB.
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Start of a Pyro simulation block.
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End of a Pyro simulation block.
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Constructs a flow map from a velocity VDB.
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Applies a Buoyancy force.
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Configures a Pyro simulation.
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Dissipates a VDB’s values over time.
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Applies disturbance to a velocity VDB to break up still air.
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Builds a light field of ambient illumination of a VDB.
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Builds a light field of internal glow of a VDB.
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Builds a light field of points lighting a VDB.
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Builds an in-place MipMap of a VDB.
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Pyro Project Non-Divergent Electro Static
Removes divergence from a velocity VDB.
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Sources from a layer’s envelope into a VDB.
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Sources points into a VDB.
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Apply turbulence to a velocity VDB.
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Applies a uniform force.
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Runs a snippet of Python on layers.
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Quantizes input data into discrete steps.
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Converts RGB layers to RGBA.
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Splits an RGB layer into UV and mono layers.
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Converts RGBA layers to RGB.
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Splits an RGBA layer into two UV layers.
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Writes the output of a COP network to disk.
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Generates linear and radial ramps.
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Creates a mono layer with random values.
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Creates an RGB layer with random colors.
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Rasterizes curves onto a layer.
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Rasterizes geometry onto a layer.
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Rasterizes a layer onto another layer’s camera.
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Prepares geometry for the Rasterize Geometry COP.
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Renders a volume viewed through a camera
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Performs ray tracing on an input mesh based on an origins and directions map.
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Reaction-Diffusion Block Begin
Start of a Reaction-Diffusion simulation block.
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Creates unique patterns by solving the reaction and diffusion of multiple chemicals as described by its inputs and parameters.
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Remaps a layer.
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Performs image scaling by changing the width, height, and pixel sizes.
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Modifies the values for a Mono SDF layer.
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Combines two Mono SDF layers.
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Builds a 2D signed distance field of a selected shape.
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Converts an SDF field to a Mono image layer.
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Converts an SDF field to an RGB color layer.
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Imports SOP geometry into Copernicus.
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Invokes a compiled SOP block on the inputs.
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Invokes a geometry SOP graph on the inputs.
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Scatters input stamps across the image using randomization controls.
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Scatters input stamps along an input curve using randomization controls.
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Segment a layer into connected components.
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Segment a mono layer into bands of similar value.
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Blends multiple image inputs by a blend factor.
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Sharpens an input layer to increase the definition of its edges.
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Import live layers from the Solaris Viewport.
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Converts a height layer into a direction layer.
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Smoothly fills a region of a layer.
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Solves Poisson’s equation in a rectangular region using geometric multigrid.
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Transforms positions and UV values between spaces.
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Stamps layers from point positions.
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Stashes the input of the node on command and uses it as the node’s output.
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Outputs the average, minimum and maximum values of the input layer
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Compute statistics for each ID island.
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Streaks an image, adding a motion blur effect.
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Used to organize a collection of COPs into one node.
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Applies a halftone dithering pattern relative to UVs.
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Twists an image layer into a spiral shape.
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Selects an input layer.
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Selects an input based on what is connected.
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Selects an output layer by the type of the inputs.
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Generates rectangular tiles for texture patterns.
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Applies a filmic tone mapping curve to compress a high dynamic range input into a displayable range.
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Transforms a layer in 2D.
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Transforms a layer in 3D.
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Generates a texture by projecting X, Y, and Z textures onto the position layer.
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Seamless texturing and normal mapping of triplanar projections without visible repetitions.
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Generates UVs in three orthogonal projections.
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Selects between two inputs based on if you wire in another input.
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Generates a UV Map.
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Creates a UV Map for each connected ID island.
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Samples an input layer using a UV layer.
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Transforms the values of a UV layer in 2d space.
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Converts Cartesian coordinate pixels to polar coordinate pixels.
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Joins a UV and mono layer into an RGB layer.
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Joins two UV layers into an RGBA layer.
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Activates leaves on a VDB according to a point cloud.
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Creates a point for each active leaf in a VDB.
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Stores in each voxel that voxel’s position.
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Rebuilds a VDB to match another VDB’s topology.
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Creates multi-volume visualization.
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Extracts a slice from a VDB as Geometry for visualization.
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Builds a geometry visualizing the topology of a VDB.
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Traces streamers through a velocity VDB.
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Sets VDB values from the closest values in a layer.
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Transforms values of an RGB layer in 3d space.
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Transforms the values of a UV layer in 2D space.
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Darkens the corners of an input layer.
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Performs a wipe transition between two images.
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Generates Worley noise.
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Generates Worley noise from 3D locations.
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Runs a VEX snippet to modify layer values.
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Composites two layers by depth.