@@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.
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?
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.
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.
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.
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.
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.
@@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.
Awesome. A lot of people were looking for this one - thanks Rohan!
Very nice and simple to follow, great job, thank you
This is so powerful... exactly what I needed. Sidefx rocks!
Thnk you Rohan very much! Please make tutorial how to apply toon fx to complex scene with materials?
Very nice :) Would be cool to send the outlines to sop, add some detailing there, and get them back to cop :)
You can do that, but you have to do it at sop level.
@@rohandalvi trace sop should be able to turn the image to lines?
@@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.
@@rohandalvi fuse with a small radius?
@@HristoVelev yeah, I'm going to try that tomorrow.
Thanks for the tutorial, this is great, also, remember you can turn off the preview of the cop nodes to save space and performance.
Great and simple description! As always! Thanks! Copernicus seems to hide a lots of opportunities
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?
That's incredibly easy, useful and cool. 😀
excellent tutorial! thank you! looking forward to more cops tutorials.
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.
Thanks a lot, so cool!
Very nice, thank you.
Like!,
I was looking for something like a grease pencil in blender and found you!)
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.
great tutorial! I tried to render via husk like you showed but it just renders beauty pass without the copnet. Any ideas why?
I haven't tried it yet. I'll try it and let you know
I'm having the same problem. It doesn't seem to render the slap comp.
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.
Awesome!
lets gooooo! thank you
Is it possible to get a render WITHOUT using karma?
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.
Hello, when I export the geometry it appears in gray and not with the colors and contours that I have in the viewport.
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.
@@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?
@@h_the_lost I'll make one next week.
@@rohandalvi Great, I'll be on the lookout
Would that be also possible with Redshift ? Great tutorial thanks :)
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.
@@rohandalvi Ok thank you, I'll give it a try with redshift :)
If you use a karma sky the alpha trick doesn't work.
Check if there's an option to not render the sky in the light settings.
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
@@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.