Copernicus is Houdini's new context for processing images. It can be used to generate textures or to create slap comps of your renderings. This tutorial is designed as a reference/documentation guide for every COPS node as of Houdini 20.5.
You can see the chapters in the Vimeo description:
00:00:00 INTRO
00:01:29 CORE CONCEPTS
00:12:22 CONSTANT
00:13:04 SIZE REFERENCE
00:13:43 FRACTAL NOISE
00:17:03 REMAP
00:18:30 RAMP MONO and RAMP RGB
00:21:28 INVERT
00:23:53 EQUALIZE
00:27:34 BLEND (ADD, SUBTRACT, MULTIPLY, OVER, UNDER, DIVIDE, SCREEN, DIFFERENCE, MAXIMUM, MINIMUM)
00:30:56 SEQUENCE BLEND
00:31:59 WIPE
00:34:06 BRIGHT
00:34:51 HSV ADJUST
00:37:04 GLOW
00:39:40 CHROMATIC ABERRATION
00:42:14 QUANTIZE
00:44:45 STAMP POINTS
00:51:23 SDF SHAPE and SDF BLEND
00:53:18 SDF TO MONO, SDF TO RGB, SDF ADJUST, ID TO SDF, and SDF REBUILD
00:56:25 FILE
00:58:47 ROP IMAGE OUTPUT
01:00:26 BLUR and CONVOLVE (SHARPEN)
01:03:21 MEDIAN
01:04:10 STREAK BLUR
01:06:03 KUWAHARA FILTER
01:08:13 AUTO STEREOGRAM
01:09:44 LIGHT
01:11:55 DISTORT
01:16:18 DERIVATIVE
01:18:12 COMPARE
01:19:44 EDGE DETECT
01:24:03 SLAP COMP
01:29:10 BLOCK TO GEO
01:33:26 PREVIEW MATERIAL
01:37:50 HEIGHT TO AMBIENT OCCLUSION
01:41:24 TILE PATTERN
01:46:41 SEGMENT BY CONNECTIVITY
01:48:25 SEGMENT
01:49:55 SMOOTH FILL
01:52:02 FILL
01:55:33 FEATHER
01:59:39 FUNCTION
02:02:03 FONT
02:03:07 CLAMP
02:05:12 ILLEGAL PIXEL
02:07:33 BOKEH
02:12:21 DILATE ERODE
02:15:10 CRYPTOMATTE
02:23:47 SOP IMPORT, RASTERIZE GEO, RASTERIZE SETUP, and GEOMETRY TO LAYER
02:35:27 EXTRAPOLATE BOUNDARIES
02:39:06 CAMERA IMPORT, CAMERA PROPERTIES, and MATCH CAMERA
02:42:00 PROJECT ON LAYER
02:43:45 CHANNEL SPLIT, CHANNEL JOIN, CHANNEL EXTRACT, and CHANNEL SWAP
02:47:49 UV SAMPLE and TEXTURE SAMPLE
02:50:51 EIKONAL
02:57:13 CHLADNI CYMATIC PATTERNS
03:06:12 JULIA FRACTAL
03:10:19 INVOKE BLOCK, BLOCK BEGIN, and BLOCK END
03:12:53 CHROMA KEY
03:17:13 MONO TO RGBA and MONO TO RGB
03:21:33 UV TO POLAR and POLAR TO UV
03:23:09 ID TO MASK, ID TO MONO, ID TO RGB, ID TO SDF, RANDOM MONO, RANDOM RGB, UV MAP BY ID, and STATISTICS BY ID
03:30:03 DENOISE AI and DENOISE TVD
03:34:38 WRANGLE
03:40:08 OPENCL
03:58:50 ONNX INFERENCE
04:02:37 SWITCH, SWITCH BY TYPE, and SWITCH IF WIRED
04:10:06 CONTACT SHEET
04:11:19 VECTOR NORMALIZE, VECTOR TRANSFORM, and LENGTH
04:21:09 POSITION MAP
04:24:44 DOT PRODUCT
04:29:14 CROSS PRODUCT
04:31:50 PREFIX SUM
04:37:54 LAYER PROPERTIES
04:39:51 LAYER ATTRIBUTE
04:41:19 HEXTILE and TILING
04:48:40 HISTOGRAM
04:57:55 SUBNET, INPUT, and OUTPUT
05:00:03 OUTRO
COMMENTS
LukeP 5 days, 18 hours ago |
WOW!!!! This is exactly what Houdini ‘documentation’ needs!
LuzidVision 5 days, 16 hours ago |
Breathtaking. Houdini caught my full attention.
evrstudio 5 days, 6 hours ago |
I sincerely hope Mr. Moeen Sayed makes a similar video on the APEX rigging.
1stGarden 4 days, 16 hours ago |
Absolutely incredible work. I do hope Moeen's being handsomely compensated for this because this is the sort of thing that helps people struggling with the program to make meaningful advances in their understanding.
vstevenson 4 days, 9 hours ago |
Holy smoke simulation, BatMoeen! On this day we give thanks to Moeen and SayedFX for giving us this huge meal of VFX goodness to digest over the course of many days. *Gobble gobble* (11-28-2024)
vstevenson 4 days, 9 hours ago |
I was about to dig into the meat of the muscle master class, but I copped out... ( - _ - )/''' thanks for giving us this abundance of content to chew on, on such a festive day!
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