Houdini 20.5 Copernicus

Copernicus glossary

Defines terminology related to Copernicus.

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Overview

This glossary defines terms and concepts related to the Copernicus (COPs) network.

Border types

The Border parameter controls the sampling behavior outside of the incoming layer’s boundaries (represented by the outline in the following images). For a COP Network node and COP Network SOP, this sets the context option default_border, which is an integer context option that encodes the border type of layers.

Border

Description

Example

Auto

Uses the layer’s border property.

The image output varies based on the border property.

Constant

Values outside of the layer evaluate to 0.

Clamp

Values outside of the layer evaluate to the closest pixel in the layer.

Mirror

Values outside of the layer reflect off of the boundaries.

Wrap

Values outside of the layer wrap around the boundary.

Clip

Values outside of the layer evaluate to 0.

Channel extension

The channel extension rules apply in the following scenarios:

  • When you try to extract a channel that’s not in the input layer, Houdini extends the layer with additional values to support the extracted channel. By extending the layers, Houdini automatically converts them into the required layer.

  • When you wire different layers together, Houdini extends the input layer with additional values to make the layers match.

The following are the channel extension rules that Houdini applies. A dash (-) means that the conversion is not supported.

Layer Extension Conversion
mono (G) G mono
GG uv
GGG rgb
GGGG rgba
uv (UV) - mono
UV uv
UV0 rgb
UV01 rgba
rgb (RGB) - mono
- uv
RGB rgb
RGB1 rgba
rgba (RGBA) - mono
- uv
- rgb
RGBA rgba

Data types

The type of data that travels through a wire, which the input and output types are based on. See the following type descriptions for more information. ID, Mono, UV, RGB, and RGBA are layer types.

ID

Stores a single integer value per pixel. The node inputs and outputs an ID layer.

Mono

Stores a single floating point value per pixel. The node inputs and outputs a Mono layer.

UV

Stores two floating point values per pixel. The node inputs and outputs a UV layer.

RGB

Stores three floating point values per pixel. The node inputs and outputs an RGB layer.

RGBA

Stores four floating point values per pixel. The node inputs and outputs an RGBA layer.

Geometry

Stores arbitrary Houdini geometry. The node inputs and outputs a Geometry type.

Filters

The Filter parameter controls how you sample your image. Based on part of the image, this parameter determines the single color that multiple areas of your image combine into if they're treated as a single pixel.

For example, a black and white checkerboard pattern can appear uniformly gray when you view the pattern from far away. The light from multiple areas of the pattern combine to look gray because from a far distance the space between squares is too small to sufficiently and separately resolve each square. You can use the Filter parameter to determine which color the areas of the pattern combine into.

The following table includes examples for each Filter value.

Filter

Example

Point

Bilinear

Box

Bartlett

Catmull-Rom

Mitchell

B-spline

Image space

The Copernicus network uses and refers to image space. For more information, see Spaces.

Masking

The Mask parameter mixes the original incoming value with the node operation’s value to provide global masking.

COP nodes that support masking also have a mask input for spatially varying the mask.

Normals

Copernicus uses signed and offset normals. For more information, see Normals.

Signatures

A signature refers to the set of input types that a COP node accepts and the output types it generates. A COP node can have multiple signatures. COPs with multiple signatures have a Signature parameter to control them.

For example, the Checkerboard COP might generate an alternating pattern in a Mono or RGB layer, and these two modes of operation correspond to two different signatures. Another example of a node with multiple signatures is the Remap COP. The Remap COP changes an input layer’s values by passing it through a simple function. It supports working on layers of different types. The node can remap a single floating point value (its Mono signature) or work on the components of a 4-channel image (its RGBA signature).

For COP nodes that can determine the output type based on the inputs, the Signature parameter has a Select Automatically option that internally picks the signature that best matches the incoming data types. You can change the Signature value to override the node’s mode of operation.

For example, you can set the Remap COPs' Signature parameter to RGBA so it outputs a 4-channel image even if a single channel input is wired in. In this case, the channel extension rules apply and treat the input Mono layer as the expected input type of the signature (RGBA).

Slap comp

The Copernicus network includes a slap composite that lets you view approximate and live results of a final composite. For more information, see Slap comp.

Type info

The Type Info parameter is used on a layer to determine how the node interprets data. For example, an RGB layer can store colors or 3D positions. See the following value descriptions for more information.

None

The layer doesn’t apply the Type Info parameter.

Color

The node interprets the input data as a color.

Position

The node interprets the input data as a position.

Vector

The node interprets the input data as a vector

Signed Normal

The node interprets the input data as a signed normal.

Offset Normal

The node interprets the input data as an offset normal.

Texture Coordinate

The node interprets the input data as a texture coordinate.

ID

The node interprets the input data as an ID.

Mask

The node interprets the input data as a mask.

SDF

The node interprets the input data as an SDF.

Height

The node interprets the input data as height.

Copernicus

Basics

Next steps

  • Working with Copernicus nodes

    Provides next steps and workflows for how to use Copernicus nodes.

  • Slap comp

    Slap composite (slap comp) is a fast image manipulation you can use to view approximate and live results of a final composite.

  • OpenFX

    Describes what OpenFX is and how to use it in your network.

  • Hatching

    Describes how to use hatching in your Copernicus network.

  • Copernicus tips

    Useful tips and information while using COPs.

Advanced concepts

  • Normals

    Defines the normals that the Copernicus network uses.

  • Spaces

    Defines the spaces that the Copernicus network uses.