Copernicus Painter – Layer-Based Painting in Houdini

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Hey guys!
It’s still really really early in the making, but I wanted to share a little preview to see if this is something that might interest people.
YT video link [youtu.be]

I'm working on a UI inside Houdini that works kind of like Substance Painter, letting you texture without jumping back and forth between SOPs and COPs.

In the video, you can see how it currently looks: you can drag a layer, paint your mask, and instantly see the result, all in one place. There’s still plenty that isn’t integrated yet, but I wanted to get some early feedback and see if this kind of tool would be useful to others.

Would love to hear your thoughts,is this something you’d use in your workflow?
Edited by MatijaK - 2025年11月11日 13:52:09
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Video [www.youtube.com]

Some new features have been implemented, including tiling, rotating, and offsetting material textures.Now it is possible to reorder layers, and paint masks are treated as sub-layers of texture layers. Opacity and blend modes have also been added, along with visibility toggles for each layer.
Edited by MatijaK - 2025年11月12日 00:57:32
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great stuff!!! we could have our Substance painter then
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Some updates: the possibility to choose the channel and lower its opacity, and to change the blend type; adding multiple masks on each layer; using alpha masks to paint masks (some update problems to fix). A mask called `Mesh Fill` lets you make a mask from connectivity or UV islands(more selection ways in the future), and `smart materials` that, as you can see, can have custom parameters. A `smart material` is a `.cpio` file that stores a copnet/subfolder node with specific outputs (`color`, `metalness`, `normals`, etc.) and, in the future, inputs as well. `Smart alphas` will also be added in the future . Voilà voilà.

Edited by MatijaK - 2025年12月1日 15:24:19
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