How to render a slap comp?

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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!
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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
🙂
Edited by Mohanpugaz - 2024年7月19日 10:32:57
Mohan Pugaz
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Neither ROP Image nor the Image node appear as options within the Stage. Where do you use it?
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It is a cop node
Mohan Pugaz
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That's progress--the problem is that it renders out 200 copies of whatever frame is showing when I hit render. Is it capable of actually rendering the animated frames?
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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.
Edited by Mohanpugaz - 2024年7月19日 11:53:40
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Do you have a scene file we could look at?
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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.
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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...
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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).
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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.
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A scene file showing the failure is the best way to go for diagnosing these problems...
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That was what started me on this quest. He doesn't cover rendering, just says something like, "it shouldn't be too hard." Otherwise it's a great tutorial, though.
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bentway23
just says something like, "it shouldn't be too hard."

Bummer...

Ok, have you tried to render a Flipbook?

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Screenshot 2024-08-06 at 4.09.54PM.png (1.0 MB)

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本特威23
That was what started me on this quest. He doesn't cover rendering, just says something like, "it shouldn't be too hard." Otherwise it's a great tutorial, though.
You might just need to enable the "Depth" aov in Karma Render Settings,that works for me,good luck.
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