This feature is still under development. The current functionality is unfinished and subject to change, and may have thin or no documentation. Please bear this in mind when using it.

Copernicus (COP) is a 2D and 3D GPU image processing framework. COP nodes provide real-time image manipulation within a 3D space (with associated cameras). Each wire consists of either a layer (which is a single image) or geometry (which is any Houdini geometry). The nodes can export as images or volumes. COP nodes also fully interoperate with SOPs, which lets you solve problems using the suitable network type.

For more information about COP nodes, see Copernicus nodes.

The following are some of Copernicus' main features:

Content library examples

Download the Warehouse Lights file on the Content Library for a scene file that shows the basics of using Copernicus networks as textures.

Download the Texture Synthesis file on the Content Library for a scene file that shows the basics of texture generation. Generate noises and ramps, learn how to remap and blend, create a normal map, and preview how the material looks.

Download the Texture Mask Paint file on the Content Library to see how to paint specific areas of your texture to create masks for finer control and art direction. Dive deeper into distorting noises, ramps, and pattern making. Learn how to transform UVs to add complexity and create imperfections to enhance realism.

Download the Instance Lines Texture file on the Content Library to see how to import SOPs into Copernicus and use points on lines to add detail to textures. Create SDF shapes to stamp onto points, use curves to add seams, incorporate noises, and distort ramps to create wrinkles. Blend these elements together to produce your final texture and then preview the material.

Download the NPR Crag file on the Content Library to see how to use the Rasterize Geometry COP to bring geometry into Copernicus. Rasterize a Crag and its various custom attributes, then turn it into a stylized render.

Download the Distort with Particles file on the Content Library to see how to bring images to life by mixing DOPs and Copernicus.

Download the Heightfield Textures file on the Content Library to see how to bring heightfield layers into Copernicus to procedurally shade your terrain. This scene shows heightfield generation in SOPs and texturing in Copernicus by bringing in all SOPs data.

Download the Wetmap Tears file on the Content Library to see how to generate wetmaps efficiently with Copernicus. This scene shows the process of generating a simulation that you then bring into Copernicus to generate a wetmap.

Download the Paint Curves file on the Content Library to see how to draw curves in the viewport and transform them into brush strokes. Rasterize curves that are drawn in the viewport and give them a painterly look using Copernicus.

Download the Hatching file on the Content Library to see how to generate a hatching look using Copernicus. These examples use digital assets that you can explore in the network and on their own.

What’s new in Houdini 20.5