Copernicus is Houdini's new context for processing images. It can be used to generate textures or to create slap comps of your renderings. This tutorial is designed as a reference/documentation guide for every COPS node as of Houdini 20.5.

You can see the chapters in the Vimeo description:


00:00:00 INTRO 

00:01:29 CORE CONCEPTS 

00:12:22 CONSTANT 

00:13:04 SIZE REFERENCE 

00:13:43 FRACTAL NOISE 

00:17:03 REMAP 

00:18:30 RAMP MONO and RAMP RGB 

00:21:28 INVERT 

00:23:53 EQUALIZE 

00:27:34 BLEND (ADD, SUBTRACT, MULTIPLY, OVER, UNDER, DIVIDE, SCREEN, DIFFERENCE, MAXIMUM, MINIMUM)

00:30:56 SEQUENCE BLEND 

00:31:59 WIPE 

00:34:06 BRIGHT 

00:34:51 HSV ADJUST 

00:37:04 GLOW 

00:39:40 CHROMATIC ABERRATION 

00:42:14 QUANTIZE 

00:44:45 STAMP POINTS

00:51:23 SDF SHAPE and SDF BLEND 

00:53:18 SDF TO MONO, SDF TO RGB, SDF ADJUST, ID TO SDF, and SDF REBUILD 

00:56:25 FILE 

00:58:47 ROP IMAGE OUTPUT 

01:00:26 BLUR and CONVOLVE (SHARPEN) 

01:03:21 MEDIAN 

01:04:10 STREAK BLUR 

01:06:03 KUWAHARA FILTER 

01:08:13 AUTO STEREOGRAM 

01:09:44 LIGHT 

01:11:55 DISTORT 

01:16:18 DERIVATIVE 

01:18:12 COMPARE 

01:19:44 EDGE DETECT 

01:24:03 SLAP COMP 

01:29:10 BLOCK TO GEO 

01:33:26 PREVIEW MATERIAL 

01:37:50 HEIGHT TO AMBIENT OCCLUSION 

01:41:24 TILE PATTERN 

01:46:41 SEGMENT BY CONNECTIVITY 

01:48:25 SEGMENT 

01:49:55 SMOOTH FILL 

01:52:02 FILL 

01:55:33 FEATHER 

01:59:39 FUNCTION 

02:02:03 FONT 

02:03:07 CLAMP 

02:05:12 ILLEGAL PIXEL 

02:07:33 BOKEH 

02:12:21 DILATE ERODE 

02:15:10 CRYPTOMATTE 

02:23:47 SOP IMPORT, RASTERIZE GEO, RASTERIZE SETUP, and GEOMETRY TO LAYER 

02:35:27 EXTRAPOLATE BOUNDARIES 

02:39:06 CAMERA IMPORT, CAMERA PROPERTIES, and MATCH CAMERA 

02:42:00 PROJECT ON LAYER 

02:43:45 CHANNEL SPLIT, CHANNEL JOIN, CHANNEL EXTRACT, and CHANNEL SWAP 

02:47:49 UV SAMPLE and TEXTURE SAMPLE 

02:50:51 EIKONAL 

02:57:13 CHLADNI CYMATIC PATTERNS 

03:06:12 JULIA FRACTAL 

03:10:19 INVOKE BLOCK, BLOCK BEGIN, and BLOCK END 

03:12:53 CHROMA KEY 

03:17:13 MONO TO RGBA and MONO TO RGB 

03:21:33 UV TO POLAR and POLAR TO UV 

03:23:09 ID TO MASK, ID TO MONO, ID TO RGB, ID TO SDF, RANDOM MONO, RANDOM RGB, UV MAP BY ID, and STATISTICS BY ID 

03:30:03 DENOISE AI and DENOISE TVD 

03:34:38 WRANGLE 

03:40:08 OPENCL 

03:58:50 ONNX INFERENCE 

04:02:37 SWITCH, SWITCH BY TYPE, and SWITCH IF WIRED 

04:10:06 CONTACT SHEET 

04:11:19 VECTOR NORMALIZE, VECTOR TRANSFORM, and LENGTH 

04:21:09 POSITION MAP 

04:24:44 DOT PRODUCT 

04:29:14 CROSS PRODUCT 

04:31:50 PREFIX SUM 

04:37:54 LAYER PROPERTIES 

04:39:51 LAYER ATTRIBUTE 

04:41:19 HEXTILE and TILING 

04:48:40 HISTOGRAM 

04:57:55 SUBNET, INPUT, and OUTPUT 

05:00:03 OUTRO

CREATED BY

MOEEN SAYED

Visual Effects artist for over 6 years and Houdini tutorial content creator. Co-founder of Nine Between, a South African Visual Effects Studio. Currently based in Johannesburg, South Africa.

More from Moeen Sayed

コメント

  • LukeP 2 日, 1 時間 前  | 

    WOW!!!! This is exactly what Houdini ‘documentation’ needs!

  • LuzidVision 1 日, 23 時間 前  | 

    Breathtaking. Houdini caught my full attention.

  • evrstudio 1 日, 13 時間 前  | 

    I sincerely hope Mr. Moeen Sayed makes a similar video on the APEX rigging.

  • 1stGarden 1 日 前  | 

    Absolutely incredible work. I do hope Moeen's being handsomely compensated for this because this is the sort of thing that helps people struggling with the program to make meaningful advances in their understanding.

  • vstevenson 17 時間, 11 分 前  | 

    Holy smoke simulation, BatMoeen! On this day we give thanks to Moeen and SayedFX for giving us this huge meal of VFX goodness to digest over the course of many days. *Gobble gobble* (11-28-2024)

    • vstevenson 17 時間, 6 分 前  | 

      I was about to dig into the meat of the muscle master class, but I copped out... ( - _ - )/''' thanks for giving us this abundance of content to chew on, on such a festive day!

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