Don't Run from COPs | Nikola Damjanov | Houdini 20.5 HIVE Paris

  Рет қаралды 12,641

Houdini

Houdini

Күн бұрын

Houdini's COP context has been rearchitected into Copernicus in Houdini 20.5! With Copernicus, you will have many new features and one of the big one is the ability to author procedural textures. This presentation will focus on that aspect, demonstrating its capabilities and techniques through a couple of detailed examples.
Nikola Damjanov is a generalist 3D artist with 15 years of experience. He transitioned from engineering to interactive media early in his career. Starting with creating models, animations, and VFX for music videos and movies, he later delved into architectural and product visualization, graphics, web design, and interactive art installations. He found his passion as a game artist, continuously honing his skills by exploring new tools and staying updated on tech innovations. Currently working as a lead game artist at Nordeus, Nikola is dedicated to shaping the company culture through mentoring, hiring, and active involvement in game-art communities. He enjoys sharing knowledge and learning from others in the industry.
00:00 Intro
04:32 Copernicus
07:52 The Glass Scene
10:16 The Cave Scene
19:35 The Tire Scene
23:06 The Space Scene
29:59 The Mushroom House
37:41 The Flower
48:51 The Prison
49:36 Q&A

Пікірлер: 45
@galagast3d
@galagast3d 2 күн бұрын
i love the potential of feeding procedural information coming in from other contexts such as SOPs, and be able influence the final texture!
@reaktorleak89
@reaktorleak89 2 күн бұрын
This is the biggest Houdini update ever. I might be able to work exclusively in Houdini starting next month!
@atefezare5623
@atefezare5623 4 күн бұрын
I love these new updates!!! procedural materials in Houdini is what it has been missing!
@chr1st0pher
@chr1st0pher 3 күн бұрын
Nikola's work is so amazinggg, what a legend!
@xl000
@xl000 4 күн бұрын
Can't wait for a proper masterclass and the documentation
@pavinivfx
@pavinivfx 4 күн бұрын
Finally some independence from other softwares. Nice to see
@arsen_wasted
@arsen_wasted 4 күн бұрын
Insane progress with every release 😅 Side FX 🧡
@user-bj3sz6bm8e
@user-bj3sz6bm8e 4 күн бұрын
This is the feature I've been waiting for.
@duncanbuckley7020
@duncanbuckley7020 3 күн бұрын
Really awesome, I can take the workflow ideas I learnt from Designer and apply them into Houdini. Such a great addition.. plus everything else this year just got exciting
@HristoVelev
@HristoVelev 3 күн бұрын
These are amazing, whole new world opening up!
@ismaelverdugo4255
@ismaelverdugo4255 3 күн бұрын
that sesion was... jaw dropping.
@atefezare5623
@atefezare5623 4 күн бұрын
more cops tutorial please!! A lot more!
@sevfx
@sevfx 2 күн бұрын
That looks so much fun and insanely powerful!
@mujuningaiza
@mujuningaiza 4 күн бұрын
This is great feature having inside Houdini. Great presentations as usual. Houdini is the beast
@willmacneil815
@willmacneil815 2 күн бұрын
Great demo! Thanks for putting so much work into this. I'm so excited to try this stuff out.
@SaladFX
@SaladFX 3 күн бұрын
The chalice was crazy
@yarugatyger1603
@yarugatyger1603 3 күн бұрын
I remember trying the COP environments from that playlist and finding the whole setup quite unintuitive and hard to work with. But since I want to limit myself to only doing things in Houdini in the future I think these new changes are very welcome.
@MrSunamo
@MrSunamo 3 күн бұрын
This looks amazing, can't wait to dive into tutorials so we can learn COPs in depth.
@KevRyanCG
@KevRyanCG 3 күн бұрын
I want to run to it! I can't wait to mess with weird textures directly in Houdini! The release can't come soon enough!
@AlexUdilov
@AlexUdilov 3 күн бұрын
Bravo Nice !
@SlaktareOlsson
@SlaktareOlsson 3 күн бұрын
Since there's sops controlling things like scattering, we could actually write vex to control parts (all!!?) of this? Love it
@bharat5194
@bharat5194 4 күн бұрын
Impressive 🙌
@polymarvels
@polymarvels 3 күн бұрын
This is gonna be fun to play with, cant wait for this.
@issacdhan
@issacdhan 4 күн бұрын
WoW, this what I was looking for.
@YanivGorali
@YanivGorali 3 күн бұрын
Impressive!
@wewantmoreparty
@wewantmoreparty 3 күн бұрын
Woow, I can't wait to ❤
@jamaljamalwaziat1002
@jamaljamalwaziat1002 4 күн бұрын
amazing
@carlherner9458
@carlherner9458 3 күн бұрын
sickkk
@nicolaastanghe475
@nicolaastanghe475 3 күн бұрын
47:45 awsome i have tried thinking trough this problem in material X and i just couldn't calmly think with the way everything needed to cache. I wonder if i can make this work for wood grain direction.
@oleit3
@oleit3 4 күн бұрын
🥳🥳🥳
@JohnDowson100
@JohnDowson100 2 күн бұрын
48:20 In substance usually there is a directional blur for doing this. I wonder if it's possible to do the same.
@raincole
@raincole 3 күн бұрын
How the UV transform at 14:06 work?
@mattestela
@mattestela 3 күн бұрын
From looking at the video, basically the same as a distort node in current cops, or a copinput node if you use cop vop filters.
@raincole
@raincole 3 күн бұрын
@@mattestela I'm a bit confused since it seems to scale and translate the UV, however the "circle" pattern at the center isn't changed
@mattestela
@mattestela 3 күн бұрын
@@raincole It looks like its to move and scale the text within the circle, its a pre transform; like to change the relative vertical font size within the circle, where it starts and ends
@jamaljamalwaziat1002
@jamaljamalwaziat1002 4 күн бұрын
in minute &:00 how to convert them into room map?
@JettzCG
@JettzCG 3 күн бұрын
It's GG
@igdeputra
@igdeputra Күн бұрын
i cant even doing it. its for progemmer
@yijuyeong1219
@yijuyeong1219 2 күн бұрын
The name of node is 'Tile Pattern" but he called it 'Time Sampler'. LOL. I know where it came from.
@zdspider6778
@zdspider6778 3 күн бұрын
10:04 Can't see shit, Captain! y u record at 4k and post 1080p? 😠 Text be hella smol.
@theftking
@theftking 3 күн бұрын
That's the problem with Houdini. Too many TOPS and FLOPS and COPS and POPS and COKS... they really need to come up with better, more distinctive names for this stuff.
@JettzCG
@JettzCG 3 күн бұрын
They're not as crucial to know as you think, you kinda just pick them up and they're words that sit in the back of your head. Use the software to light and render things or something. It's probably the easiest, yet meaningful way to get into the software. You'll pick up the codename/working-environment things very quickly. And some of them you'll probably never use
@amigarulez
@amigarulez 2 күн бұрын
You sound like some Blender user who has problem with most... Unimportant thing of the subject. Right?
@HoudiniGameArtist
@HoudiniGameArtist 2 күн бұрын
They are just abbreviations for the operators. C(ompositing)OP(operator). Lighting, Surface, Task, Dynamics, Particles etc. lops, sops, tops, dops, pops.
@reasonsreasonably
@reasonsreasonably Күн бұрын
Uhhh, no. That is one of the least problematic parts of Houdini. Houdini has plenty of issues and the naming of the different contexts is nowhere near the top 100. I do agree that Copernicus is a good name for COPs, but it's marketing. Naming it Copernicus only works this well because we already know the foundation is called COPs.
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