Houdini 22.0 Nodes Copernicus nodes

Preview Material Copernicus node

Applies the preview material to geometry.

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This node applies a standard preview material to the incoming geometry. The geo input should have a uv attribute and, ideally, MiKKT tangents. The node creates and uses a standard proxy geometry when you don’t wire in a geo input.

Note

For normal maps to be useful, you must know your MiKKT tangents. The tangents may not match if you don’t provide them.

When the Signature is Metadata, the node creates a grid that matches the size and orientation of the geo input. This is useful when you generate cards or texture heightfields.

Override the Preview Material’s parameters by wiring into the corresponding inputs.

You can use the footprint flag to keep the preview geometry visible while displaying other parts of the COP network.

Parameters

Signature

The data type to use as the source for the preview geometry.

Geometry

Apply the preview material to the geo input or, if not wired, a standard proxy geometry.

Metadata

Apply the preview material to a grid that matches the size and orientation of the geo input.

See Signatures for more information.

UDIM List

Specifies the list of UDIM tiles that apply to the input geometry. The input layers are cooked for these different tiles when the material is previewed.

Use Context

The list of UDIMs is read from the UDIM_list context option. The COP network container sets this context option based on its Default UDIM List parameters.

Explicit

Beside this parameter, specify the list of tiles to use. Enter a space- or comma-separated list of individual tiles or linear ranges of tiles. For example, 1001 1009-1012,1025 corresponds to the tile list 1001, 1009, 1010, 1011, 1012, 1025.

Automatic

Inspect the input geometry’s uv attribute to automatically determine the list of relevant tiles.

Disabled

Explicitly turns off the use of UDIMs.

Coverage Threshold

When UDIM List is set to Automatic, this is the minimum amount of a tile that must be covered in UV space before that tile is considered used.

Geometry

If no geometry is connected, preview geometry is created.

Grid

A flat grid.

Sphere

A quad sphere textured with polar coordinates.

Box

A box with each face textured, unwrapping into a + shape.

Tube

A closed tube with the texture wrapping over the tops of the tube.

Torus

A torus.

Shader Ball

The Test Geometry shader ball.

Translate

Offset for the preview geometry. Moving this off by 2 will make it easy to visualize default layers along with the resulting material.

Rotate

Rotation for the preview geometry.

Scale

Scale of the preview geometry.

UV Scale

Scale of the UVs on the preview geometry. The UVs are setup to wrap by default. Adjusting this scale may create seams, but allows for seeing how the texture repeats more easily.

Divisions

The number of polygons to refine the preview geometry into. For displacements you may want additional pre-refinement, but because most of the detail is usually on the texture maps, high divisions usually are not necessary.

Waviness

Adds a wavy undulation to many of the preview geometries to make it easier to see how light is caught by the material.

Remove Caps

When Geometry is set to Tube, removes its end caps.

Bevel

Bevels the edges of Boxes and Tubes. Divisions in this case refers to the number of divisions in the bevel.

Shape

How to bevel boxes and tubes.

Crease

It is kept sharp, but the geometry is refined around the borders.

Chamfer

A flat edge is bevelled between the sides.

Round

A round section is beveled between the sides.

Bevel Size

The ratio to bevel the edges - 0 is no bevelling and 1 bevels as far as possible.

Default Color

Color to use if a basecolor isn’t wired in.

Tint With Cd

Additionally tint with the geometry’s Cd attribute.

Metalness

Default Metalness

Metalicity to use if metalness is unwired.

Metalness Scale

Scale on the incoming metalness layer.

Specular

Default Specular

Specular amount if specular not wired in.

Default Specular Color

Specular color if not wired in.

Default Roughness

Roughness of specular if not wired in.

Roughness Scale

Scale on the incoming roughness layer.

Index of Refraction

Index of refraction for specular and transmission computation.

Coat

Default Coat

Amount of coat if not wired in.

Default Color

Color of coat if not wired in.

Default Roughness

Coat roughness if not wired in.

Roughness Scale

Scale on incoming coat roughness layer.

Sheen

Default Sheen

Amount of sheen if not wired in.

Default Color

Color of sheen if not wired in.

Default Roughness

Roughness of sheen if not wired in.

Roughness Scale

Scale on incoming sheen roughness layer.

Emission

Default Emission

Emission if not wired in.

Emission Scale

Scale on incoming emission layer.

Default Color

Color of emission if not wired in.

Normals and Displace

Normal Map Scale

Scale on the normal map if wired in.

MikkT Tangent Space

The normal map node takes the input normal and transforms it by the basis that’s formed by the shading normal, tangent and bitangents. However, when dealing with MikkT tangent space normal maps, you have to consider several things. There’s a recipe to add the karma_mikkt shader property. You can execute the recipe when you right-click the node and choose Recipes ▸ Karma MikkT Normal Map.

Height Scale

Scale on displacement map if wired in. Often displacement layers are 0 to 1 so this is important to adjust them to the scale of the geometry.

Transmission (Karma Only)

Default Transmission

Transmission amount if not wired in.

Default Color

Transmission color if not wired in.

Subsurface Scattering (Karma Only)

Default Subsurface

Subsurface scattering amount if not wired in.

Default Color

Subsurface scattering color if not wired in.

Default Radius

Subsurface scattering radius if not wired in.

Radius Scale

Scale on subsurface radius.

Opacity

Default Opacity

Opacity if not wired in.

Opacity Scale

Scale on incoming opacity layer.

USD

Note

These USD parameters don’t provide artistic controls and you should not try modifying them. The parameters are used by Solaris when incorporating the materials into USD (when used inside a Texture Material Library LOP).

Base Asset Path

Specifies the file path to the file on disk that contains the USD material definition.

Base Primitive Path

Specifies the primitive path inside the file pointing to the actual USD material primitive.

Inputs

geo

When the Signature is Geometry, this is the geometry to which you apply a shader. This input should have UVs. When not wired in, the node creates and uses a standard proxy geometry.

When the Signature is Metadata, the node creates a grid that matches the size and orientation of the input metadata.

basecolor

RGB Diffuse color override.

metalness

Mono metalness override.

specular

Mono specular override.

spec_color

RGB specular color override.

roughness

Mono roughness override.

coat

Mono coat override.

coat_color

RGB coat color override.

coat_roughness

Mono coat roughness override.

sheen

Mono sheen override.

sheen_color

RGB sheen color override.

sheen_roughness

Mono sheen roughness override.

emission

Mono emission override.

emission_color

RGB emission color override.

opacity

Mono opacity override.

normal

RGB normal override. Should be in Offset normal format.

height

Mono displacement override.

transmission

Mono transmission override.

transmission_color

RGB transmission color override.

sss_amount

Mono subsurface scatter amount override.

sss_color

RGB subsurface scatter color override.

sss_radius

RGB subsurface scatter radius override.

Outputs

geo

The incoming geometry or preview geometry with the material added to it.

See also

Copernicus nodes