Matija Kos
MatijaK
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Copernicus Painter – Layer-Based Painting in Houdini March 31, 2026, 6:08 a.m.
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.
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.
Day 30 | Motion Blur | Image March 30, 2026, 6:16 a.m.
Day 30 - MotionBlur.
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Copernicus Painter – Layer-Based Painting in Houdini March 23, 2026, 2:51 a.m.
haraldevI’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
Any progress on this? I've been working on some techniques for painting with paths if you're interested
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