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Houdini 20.5 - toon shading using copernicus

  Рет қаралды 5,483

Rohan Dalvi

Rohan Dalvi

Күн бұрын

for more houdini training visit
www.rohandalvi.net

Пікірлер: 43
@maxrose8845
@maxrose8845 Ай бұрын
Awesome. A lot of people were looking for this one - thanks Rohan!
@MIXTraining
@MIXTraining Ай бұрын
Very nice and simple to follow, great job, thank you
@spyral00
@spyral00 29 күн бұрын
This is so powerful... exactly what I needed. Sidefx rocks!
@kovalexart
@kovalexart 24 күн бұрын
Thnk you Rohan very much! Please make tutorial how to apply toon fx to complex scene with materials?
@HristoVelev
@HristoVelev Ай бұрын
Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)
@rohandalvi
@rohandalvi Ай бұрын
You can do that, but you have to do it at sop level.
@HristoVelev
@HristoVelev Ай бұрын
@@rohandalvi trace sop should be able to turn the image to lines?
@rohandalvi
@rohandalvi Ай бұрын
@@HristoVelev yeah, i tried that. It works nicely but it creates a polygon. I wanted to create curves so i can render it with width. The issue is that it creates two curves Because it generates an outline.
@HristoVelev
@HristoVelev Ай бұрын
@@rohandalvi fuse with a small radius?
@rohandalvi
@rohandalvi Ай бұрын
@@HristoVelev yeah, I'm going to try that tomorrow.
@Terry_Williams
@Terry_Williams Ай бұрын
Thanks for the tutorial, this is great, also, remember you can turn off the preview of the cop nodes to save space and performance.
@balazs.gyurics
@balazs.gyurics 27 күн бұрын
Great and simple description! As always! Thanks! Copernicus seems to hide a lots of opportunities
@JM-am-or-pm
@JM-am-or-pm Ай бұрын
Wow very cool, never used COPs in this way - thanks for making this! One problem I have is not getting live updates - I have to toggle the "Slap Comp" button on the viewport on and off to get an update for every change. Anyone know why that could be?
@Fakepilot
@Fakepilot Ай бұрын
That's incredibly easy, useful and cool. 😀
@atefezare5623
@atefezare5623 Ай бұрын
excellent tutorial! thank you! looking forward to more cops tutorials.
@bentway23
@bentway23 Ай бұрын
Fantastic! I would love to see a follow-up on how to render, though--those help docs get a bit esoteric and I have yet to be able to get it to work. A render image rop within the copnet just spits out lots of copies of whatever frame is in the viewport, and rendering through the usual render rop--even with slap comp enabled in Husk--doesn't seem to pick up any of the copnet stuff.
@paveldruy
@paveldruy Ай бұрын
Thanks a lot, so cool!
@mangoship
@mangoship Ай бұрын
Very nice, thank you.
@Bag99Rom
@Bag99Rom Ай бұрын
Like!, I was looking for something like a grease pencil in blender and found you!)
@rohandalvi
@rohandalvi Ай бұрын
I have a training series on my website for building toon shaders and outlines in SOPs. You can take a look at that. It might be useful.
@denmla79fx53
@denmla79fx53 Ай бұрын
great tutorial! I tried to render via husk like you showed but it just renders beauty pass without the copnet. Any ideas why?
@rohandalvi
@rohandalvi 28 күн бұрын
I haven't tried it yet. I'll try it and let you know
@Puhvaika
@Puhvaika 18 күн бұрын
I'm having the same problem. It doesn't seem to render the slap comp.
@Puhvaika
@Puhvaika 18 күн бұрын
I was able to render out from ROP Image Copernicus node straight from the COP network, but it doesn't use the time information so every frame is the same depending on what frame you are on the timeline. For single images it could be used, but for animation it does not seem to be the solution.
@MaxPospelkov
@MaxPospelkov Ай бұрын
Awesome!
@webbhinton6842
@webbhinton6842 5 күн бұрын
Is it possible to get a render WITHOUT using karma?
@rohandalvi
@rohandalvi 5 күн бұрын
It is a post process, so you need a base render from somewhere doesn’t have to be karma, use any render engine. You could do a screenshot of the viewport and work on that but you’ll need something.
@lveronese
@lveronese Ай бұрын
lets gooooo! thank you
@h_the_lost
@h_the_lost 11 күн бұрын
Hello, when I export the geometry it appears in gray and not with the colors and contours that I have in the viewport.
@rohandalvi
@rohandalvi 10 күн бұрын
It’s a post effect. You’ll need to render tha base render and then Load it into cops using a file node and apply the effect to that . And then render that out using a rop output node.
@h_the_lost
@h_the_lost 10 күн бұрын
@@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?
@rohandalvi
@rohandalvi 9 күн бұрын
@@h_the_lost I'll make one next week.
@h_the_lost
@h_the_lost 9 күн бұрын
@@rohandalvi Great, I'll be on the lookout
@oliviernotot
@oliviernotot Ай бұрын
Would that be also possible with Redshift ? Great tutorial thanks :)
@rohandalvi
@rohandalvi Ай бұрын
As long as redshift gives you AOVs and is capable of using a slap comp, the method will remain the same. I can't make a tutorial on redshift because i don't have redshift.
@oliviernotot
@oliviernotot Ай бұрын
@@rohandalvi Ok thank you, I'll give it a try with redshift :)
@slick3d392
@slick3d392 Ай бұрын
If you use a karma sky the alpha trick doesn't work.
@rohandalvi
@rohandalvi Ай бұрын
Check if there's an option to not render the sky in the light settings.
@MIXTraining
@MIXTraining Ай бұрын
yes, you need to turn off the light showing in the viewport or you could use the z depth to get the alpha of the object since they are far apart
@slick3d392
@slick3d392 Ай бұрын
@@MIXTraining Yes, I used the depth information, but wat I want is exactly to have the sky rendering. Anyway, I'm looking for a way to do the cel shading without the post effect, directly in the copernicus nodes.
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