NPR Crag
Film/TV

Learn how you can use the Rasterize Geometry COP to bring in geometry into Copernicus. In this hip file, we rasterize our very own Crag and his various custom attributes, then we explore a few methods to turn him into a stylized render.

(3 responses)

COMMENTS

  • erichocean 4 months, 1 week ago  | 

    The download doesn't unzip to a hip file, it's a folder hierarchy.

  • Tom_SideFx 4 months, 1 week ago  | 

    That's a MacOS issue where it will do two unzip iterations. Try setting it to only unzipping once

  • matsnyman 4 months, 1 week ago  | 

    Where are the pixelate and dither nodes coming from? Are these separate tools?

    • Tom_SideFx 4 months, 1 week ago  | 

      They're HDAs I made (too late in the dev cycle to be released)

  • maitlandvt 4 months ago  | 

    This is so good! my dream is to oneday make an NES game with houdini (i have strange dreams). pixelator and quantize are key! I've played with procedural tools that do something similar before, but these work much better that what i have found.

    Now we just need quantize to palette! I feel like i saw palettes kind of wither and die before my eyes during the past 25-30 years... (except in the indie/pixelart scene) but they seem like a good thing to keep around.

    • Tom_SideFx 3 months, 4 weeks ago  | 

      Quantize to Palette would be nice to have. Please log an RFE

      • maitlandvt 3 months, 3 weeks ago  | 

        glad you think so! I'll do that.

        Also, I see that you created some of this stuff with openCL nodes. i don't know a single stitch of Open CL, could you recommend any resources for learning open CL?

        I like the idea of just having a node, i can type some snippets in, like that. see if i can melt my graphics card, haha

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