I'm toying with toon rendering using slap comps in Copernicus (20.5) and am lost when it comes to how to render it. The help page says:
Go to Husk ▸ Slap Comp.
--Done
Add a slap comp and set Source to COP Network.
--Done
Set COP Node to the slap comp’s Block End COP.
--Done
Enter a simplified name in the Label parameter for the COP Node path that you can reference. The APEX graph is saved and runs after each frame.
--??? I'm afraid this is so Greek to me I don't know what to Google to find the steps. I'm sure it's something that if I watch the right hour-long talk it'll be clear, but which talk would that be? (Or, better yet, what 10-minute tutorial will help me out?)
Thanks for any guidance!
How to render a slap comp?
2439 15 3- bentway23
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- Mohanpugaz
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ROP Image [www.sidefx.com]
Have you tried this
I wrote out textures using this. But havnlent tried to write slapcomp. It should work. But let me know if this works.
Cheers
🙂
Have you tried this
I wrote out textures using this. But havnlent tried to write slapcomp. It should work. But let me know if this works.
Cheers
🙂
Edited by Mohanpugaz - July 19, 2024 10:32:57
Mohan Pugaz
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
- bentway23
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- Mohanpugaz
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It is a cop node
Mohan Pugaz
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
- bentway23
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- Mohanpugaz
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It should be possible for sure. But I'm not at pc right now.
I guess you may use $F in squarebracket before .png
To write sequence. Im not sure test it out.
I guess you may use $F in squarebracket before .png
To write sequence. Im not sure test it out.
Edited by Mohanpugaz - July 19, 2024 11:53:40
Mohan Pugaz
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
- omarz
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- bentway23
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I tried stripping it down (it's full of referenced .objs, .abcs, and textures, but then it broke--now I get a "slap comp error: input layer directdiffuse not produced by the renderer" error (even though it is) and even rebuilding the slap comp and firing off a render I can't get it back. So, no, no scene file that can be sent along, and apparently drastic rebuilding isn't yet supported. (It's obviously still in beta--any of the edge detects except for by depth tend to crash.)
I used the $F4 in the file name just like any other render. It renders a sequence, but the only frame it renders is whatever is in the viewport, so frames 36-276 are all whatever frame is showing. If I move the playhead and update the viewport, that's the image that renders 240 times.
I used the $F4 in the file name just like any other render. It renders a sequence, but the only frame it renders is whatever is in the viewport, so frames 36-276 are all whatever frame is showing. If I move the playhead and update the viewport, that's the image that renders 240 times.
- omarz
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Sorry to hear about this... Please consider contacting our support team--we might be able to work out a more private way to share a reproducer.
Besides figuring out your slap comp woes, it'd be great if we could also find out why edge detects are crashing or why the renders are coming out all identical; we're not aware of any bugs that could cause either of those at the moment...
Besides figuring out your slap comp woes, it'd be great if we could also find out why edge detects are crashing or why the renders are coming out all identical; we're not aware of any bugs that could cause either of those at the moment...
- bentway23
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Actually, I just downloaded the latest daily build, and the edge detects by normal and contour now work like a charm.
Could the repeated frame have to do with me using the rop_image within the copnet to do my rendering? That doesn't do any of the Husk/Apex stuff mentioned in the help docs, does it? I suspect that may be the issue (in which case my original question of how to render remains).
Could the repeated frame have to do with me using the rop_image within the copnet to do my rendering? That doesn't do any of the Husk/Apex stuff mentioned in the help docs, does it? I suspect that may be the issue (in which case my original question of how to render remains).
- Polybud
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I'm in the same boat.
It would be cool to know how we would be able to render out an animation sequence that was stylized in cop net.
So far it seems that the official description is lacking somewhere, since I could not render out my results true ROP out, just true COP image out, but well, in that case its not just the lack of sequence but also quality - I can not manipulate the settings true Karma render settings.
The opportunities that it would be able to offer are fantastic! I hope we will receive a solution.
It would be cool to know how we would be able to render out an animation sequence that was stylized in cop net.
So far it seems that the official description is lacking somewhere, since I could not render out my results true ROP out, just true COP image out, but well, in that case its not just the lack of sequence but also quality - I can not manipulate the settings true Karma render settings.
The opportunities that it would be able to offer are fantastic! I hope we will receive a solution.
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- PHENOMDESIGN
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bentway23
just says something like, "it shouldn't be too hard."
Bummer...
Ok, have you tried to render a Flipbook?
PHENOM(enological) DESIGN;
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
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