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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This is awesome! Do you have a github page for it or anything? I would love to see if I can contribute. I have been looking for a solution for texture painting and I would love it if I could just do it in Houdini. Right now it's the only thing I'm not comfortable doing fully in Houdini.

- haraldev
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haraldev
This is awesome! Do you have a github page for it or anything? I would love to see if I can contribute. I have been looking for a solution for texture painting and I would love it if I could just do it in Houdini. Right now it's the only thing I'm not comfortable doing fully in Houdini.

- haraldev

Thank you! For now, the plan is to make this a third-party tool that will be available for purchase. Before that, I’d like to release a beta version for anyone who’s interested in trying it for free and providing feedback.

Unfortunately, I haven’t had much time toward the end of this year, so I’m aiming to roll out a beta closer to the end of March, if possible. If there’s enough interest, I’d love to turn this into at least a part-time occupation so I can deliver a functional tool that continues to evolve and improve over the coming years.
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I am very interested if you get this up and running.. I would like to beta test. Don't let this fall by the wayside.
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cushwa
I am very interested if you get this up and running.. I would like to beta test. Don't let this fall by the wayside.
Thank you . I won't, I just need to find time to advance.
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Any progress on this? I've been working on some techniques for painting with paths if you're interested
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haraldev
Any progress on this? I've been working on some techniques for painting with paths if you're interested
I’m making pretty good progress right now. The plan is to focus on the UI so that it’s as artist-friendly as possible. After that, we can implement additional features like yours. I’ll try to share a beta version soon. I’d be interested to see what you’ve got .
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It's been a while, here's what Copernicus Painter has been up to
A lot has happened since the last update. Here are the most significant improvements:
- Layer reordering: You can now drag and drop layers wherever you want, with a visual indicator showing exactly where the layer will land. Undo/redo works correctly through reorders too.
- UDIM support: The big one. Copernicus Painter now supports UDIM workflows. Geometry gets split per tile automatically, each tile gets its own COP chain, and you can paint across a full UDIM set. On export you can either export per group per tile, or merge all groups sharing the same UDIM space into a single texture per tile, with proper UV coverage masking so groups blend correctly at their boundaries.
- Undo/redo overhaul: This was a long battle. Sliders, opacity, blend modes, channel toggles, mask operations, all now sit correctly on the undo stack. The viewport and layer panel stay in sync through undo/redo.
- Height channel: Added a height/displacement channel with a remap option and a dedicated bake stash path.
- Bake preview: You can now preview baked maps directly in the viewport before committing.
- Fill mode: Paint masks can now be initialized as fill white or fill black on creation.
- Export window: Texture export now happens through a proper export panel with format, resolution, template presets, and per-channel control. 

I put together a video painting on a gun with UDIMs, it covers most of the new features and gives a good idea of where the tool is heading.

Edited by MatijaK - 2026年3月31日 06:09:13
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CREAZY GOOD!!!!!
i wish we would get it soon
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