Houdini 20.5 - toon shading using copernicus

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  • Опубликовано: 26 авг 2024
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Комментарии • 43

  • @maxrose8845
    @maxrose8845 Месяц назад +1

    Awesome. A lot of people were looking for this one - thanks Rohan!

  • @MIXTraining
    @MIXTraining Месяц назад +1

    Very nice and simple to follow, great job, thank you

  • @spyral00
    @spyral00 29 дней назад

    This is so powerful... exactly what I needed. Sidefx rocks!

  • @kovalexart
    @kovalexart 24 дня назад

    Thnk you Rohan very much! Please make tutorial how to apply toon fx to complex scene with materials?

  • @HristoVelev
    @HristoVelev Месяц назад +4

    Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)

    • @rohandalvi
      @rohandalvi  Месяц назад +1

      You can do that, but you have to do it at sop level.

    • @HristoVelev
      @HristoVelev Месяц назад

      @@rohandalvi trace sop should be able to turn the image to lines?

    • @rohandalvi
      @rohandalvi  Месяц назад

      @@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 Месяц назад

      @@rohandalvi fuse with a small radius?

    • @rohandalvi
      @rohandalvi  Месяц назад +1

      @@HristoVelev yeah, I'm going to try that tomorrow.

  • @Terry_Williams
    @Terry_Williams Месяц назад

    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 дней назад

    Great and simple description! As always! Thanks! Copernicus seems to hide a lots of opportunities

  • @JM-am-or-pm
    @JM-am-or-pm Месяц назад +2

    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 Месяц назад

    That's incredibly easy, useful and cool. 😀

  • @atefezare5623
    @atefezare5623 Месяц назад

    excellent tutorial! thank you! looking forward to more cops tutorials.

  • @bentway23
    @bentway23 Месяц назад

    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 Месяц назад +1

    Thanks a lot, so cool!

  • @mangoship
    @mangoship Месяц назад

    Very nice, thank you.

  • @Bag99Rom
    @Bag99Rom Месяц назад

    Like!,
    I was looking for something like a grease pencil in blender and found you!)

    • @rohandalvi
      @rohandalvi  Месяц назад

      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 Месяц назад +1

    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 дней назад +2

      I haven't tried it yet. I'll try it and let you know

    • @Puhvaika
      @Puhvaika 18 дней назад

      I'm having the same problem. It doesn't seem to render the slap comp.

    • @Puhvaika
      @Puhvaika 18 дней назад

      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 Месяц назад

    Awesome!

  • @lveronese
    @lveronese Месяц назад

    lets gooooo! thank you

  • @webbhinton6842
    @webbhinton6842 6 дней назад

    Is it possible to get a render WITHOUT using karma?

    • @rohandalvi
      @rohandalvi  6 дней назад

      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.

  • @h_the_lost
    @h_the_lost 11 дней назад

    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 дней назад

      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 дней назад

      @@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?

    • @rohandalvi
      @rohandalvi  9 дней назад

      @@h_the_lost I'll make one next week.

    • @h_the_lost
      @h_the_lost 9 дней назад

      @@rohandalvi Great, I'll be on the lookout

  • @oliviernotot
    @oliviernotot Месяц назад

    Would that be also possible with Redshift ? Great tutorial thanks :)

    • @rohandalvi
      @rohandalvi  Месяц назад +1

      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 Месяц назад

      @@rohandalvi Ok thank you, I'll give it a try with redshift :)

  • @slick3d392
    @slick3d392 Месяц назад

    If you use a karma sky the alpha trick doesn't work.

    • @rohandalvi
      @rohandalvi  Месяц назад

      Check if there's an option to not render the sky in the light settings.

    • @MIXTraining
      @MIXTraining Месяц назад

      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 Месяц назад

      @@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.