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Overview ¶
Houdini’s Copernicus system is the perfect choice for realistic, flexible, and fast terrains. Unlike traditional SOP-based heightfields, Copernicus-based heightfields work with 2D maps instead of voxel grids. This circumstance makes them incomparably faster. You also have access to a huge library of image-processing tools, as well as specialized nodes to shape your terrain. Another advantage is that many Copernicus operations are GPU-accelerated.
The Copernicus-based approach is the beginning of a completely new paradigm. The mid-term goal is to transfer the entire functionality of SOP-based heightfields to Copernicus. You’ll not only profit from faster development cycles, but also from an improved workflow with more possibilities and better tools. Examples for this new approach are the new strata node, additional noise types, or the possibility to add boulders to your terrain. You’ll also get new tools for colorizing your terrains and give them a realistic look.
Warning
Currently, Copernicus-based heightfields are not a replacement for Houdini’s traditional SOP-based approach. The Copernicus version still lacks some nodes and optimizations for processing huge images.
You can export Copernicus heightfields to Houdini’s SOP space and apply SOP-based heightfield nodes. Please note that the COP-SOP terrain pipeline is still in an early state. Especially masks might not work as expected. It’s also possible to export your terrains to Solaris and render them with Houdini’s native Karma engine.
Subtopics ¶
Creation ¶
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Fundamental settings and nodes for terrains.
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Fundamental concepts for Copernicus terrains.
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Make any geometry part of a heightfield.
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Learn from examples how to work with heightfields in Copernicus.
Masking ¶
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Define zones of interest and detail.
Natural effects ¶
VEX ¶
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Customize terrains and masks with VEX.
Colors ¶
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Bring terrains to life with colors.
Conversion ¶
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Prepare your terrain for further processing.