Houdini 20.5 Copernicus

Normals

Defines the normals that the Copernicus network uses.

On this page

Overview

Copernicus has two types of normals: signed and offset. Offset normals are signed normals that are scaled and offset to fit in the 0 to 1 range. See the following examples of ways you can control how a node uses a signed or offset normal:

Signed normals

Signed normals match what’s used in Karma or SOPs. The value of the RGB channel is the value of the normal. This means the RGB values can be negative, which doesn’t work with many game engines. Rendering in Karma outputs signed normals.

Signed normals have the following features:

  • Origin of (0, 0, 0)

  • Length of 1

  • N attribute on geometry

  • N output of Karma

Offset normals

Offset normals are remapped to a 0..1 range to match how shaders usually use normal maps. This gives the normals a distinctive blue look that you may find familiar. Shaders in Karma that read normal maps usually require offset normals.

Offset normals have the following features:

  • Origin of approximately (0.5, 0.5, 0.5)

  • Length of 0.5

  • Use normal maps in shaders

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.