Houdini 20.5 Nodes Copernicus nodes

Feather Copernicus node

Smooths out sharp changes in contrast.

On this page

This node limits sharp changes in contrast by enforcing a maximum rate of change from one pixel to the next. This can provide a beveled-like look to height fields.

You can use this node instead of the Blur COP to extend masks strictly outwards or inwards.

Note

To properly create a tiling texture, you may have to turn on Include Border and repeat the feather twice.

Parameters

Signature

The layer type that the source accepts.

See Signatures for more information.

Mask

The amount of the new value to mix in with the original value. Higher values mix in more of the new value. Lower values mix in less of the new value.

The default value is 1, which means this node uses only the new value. See Mask for more information.

Feather from High to Low

Leaves bright pixels unchanged, but raises the value of the surrounding darker pixels until the slope is met. When off, this leaves dark pixels unchanged and reduces the value of bright pixels to enforce the maximum slope.

This determines the direction in which to enforce the change.

Include Border

Whether to source the initial pixel values from outside of the image bounds. You can use this parameter to create an edge-mask if you have constant borders.

Note

Turn this on when tiling textures.

Feather Direction

The method used to perform the slope enforcement as a series of passes in each direction.

Diamond

Enforce in horizontal and vertical passes, which results in diamond-shaped islands.

Square

Enforce in diagonal passes, which results in square-shaped islands.

Octagon

Enforce in horizontal, vertical, and diagonal passes, which results in octagon-shaped islands.

Custom

Specify which passes to enforce using the Sweep Directions parameter.

Circle

Enforce uniformally in all directions using a different algorithm. This results in circular-shaped islands.

Sweep Directions

When Feather Direction is Custom, this controls which directions apply feather. This lets you create a one-sided feather that you can use to make ramp-like shapes.

-X

Applies the feather effect towards negative X.

+X

Applies the feather effect towards positive X.

-Y

Applies the feather effect towards negative Y.

+Y

Applies the feather effect towards positive Y.

-X-Y

Applies the feather effect diagonally towards negative X and negative Y.

-X+Y

Applies the feather effect diagonally towards negative X and positive Y.

+X-Y

Applies the feather effect diagonally towards positive X and negative Y.

+X+Y

Applies the feather effect diagonally towards positive X and positive Y.

Feather Method

The method used to enforce the maximum change. The methods are inverses of each other.

Distance for Unit Change

The distance (in image coordinates) where a 1 value can change to a 0 value.

Change per Distance

The amount that a value can change over a unit distance (in image coordinates).

Distance for Unit Change

When Feather Method is Distance for Unit Change, this is the distance (in image coordinates) at which the values can change by a value of 1.

Change per Distance

When Feather Method is Change per Distance, this is the amount that values can change for every unit distance (in image coordinates).

Inputs

source

The original layer to feather.

mask

An optional per-pixel mask amount that’s scaled by the Mask parameter.

Outputs

feather

The layer with the rate of change enforced.

See also

Copernicus nodes