Hi,
I'm working on a houdini C++ node. It generates various images that I want to make accessible as COP nodes. I have managed to do it through saving out a file and importing it with a cop file node. It means anyone using the node need to keep track of a bunch of generated image files and copy them around with all the other data. I would want to give the user an option to store the images right into a houdini node not referencing a file on disk.
I didn't find a node representing a framebuffer I can use in a cop network. Is there one or would I need to build one myself?
COP node for storing image data in Houdini
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- David Larsson
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- mark
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David Larsson
Hi,
I'm working on a houdini C++ node. It generates various images that I want to make accessible as COP nodes. I have managed to do it through saving out a file and importing it with a cop file node. It means anyone using the node need to keep track of a bunch of generated image files and copy them around with all the other data. I would want to give the user an option to store the images right into a houdini node not referencing a file on disk.
I didn't find a node representing a framebuffer I can use in a cop network. Is there one or would I need to build one myself?
Every node can store its own data when it saves. See the SOP_BlindData example.
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- David Larsson
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I'm trying to make sense of how this applies to my problem:
1. Does this mean I can pick a random COP node and stick my framebuffer in it and use it instead of an cop file node for my new image?
2. Does it mean my SOP-node that generates the image should store the framebuffer as blind data in itself and I can then access the blind data from a SHOP network using some form of op
syntax when using the image as texture?
3. Does it mean I really need to create a new COP node type that stores the image as blind data?
1. Does this mean I can pick a random COP node and stick my framebuffer in it and use it instead of an cop file node for my new image?
2. Does it mean my SOP-node that generates the image should store the framebuffer as blind data in itself and I can then access the blind data from a SHOP network using some form of op
syntax when using the image as texture?3. Does it mean I really need to create a new COP node type that stores the image as blind data?
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- mark
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David LarssonYou didn't mention what type of node that created the images, just that it was C++
I'm trying to make sense of how this applies to my problem:
1. Does this mean I can pick a random COP node and stick my framebuffer in it and use it instead of an cop file node for my new image?
2. Does it mean my SOP-node that generates the image should store the framebuffer as blind data in itself and I can then access the blind data from a SHOP network using some form of opsyntax when using the image as texture?
3. Does it mean I really need to create a new COP node type that stores the image as blind data?

If it's a SOP, I would store the images with the SOP and make a custom COP that access the images. I think that's easier than adding your own op: syntax…
You could likely do the custom op: syntax using an FS_Reader, but I'm not sure how you'd easily get the raster data embedded in an IFD for rendering. So, a COP is likely the path of least resistance.
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- David Larsson
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