Entagma
Entagma
  • Видео 364
  • Просмотров 7 473 358
H20.5: Building a Particle Brush for Copernicus
One of those really fun party trick brushes of Substance Painter is the particle brush, with which we can, well, paint particles onto an object, which in turn will run down it's surface, leaving some nice streaks behind. Houdini has had particles for ages and now also has a really nice texturing workspace with Copernicus - So let's see if we can rebuild them here!
Fire Hydrant Model:
polyhaven.com/a/fire_hydrant
Download project file here:
entagma.com/downloads/H20-5_COPs_ParticleBrush.hip
Chapters
00:00 Intro
00:20 POP Setup
04:44 Creating Streaks from Particles
06:00 Creating Attributes for Copernicus
10:37 Copernicus Setup
Просмотров: 3 616

Видео

H20.5: Building a PBR layering asset in Copernicus
Просмотров 3,3 тыс.14 дней назад
In the last video, we showed you our take on a Substance like pbr layering workflow in Copernicus. And in that video we used a custom Digital Asset that allowed us to quickly load in all textures of a pbr material, do some basic tweaks and layer it onto our master material. So in this video, we'll cover how to build this asset and how to build custom nodes in Copernicus in general. Download pro...
H20.5: Building a Substance like texturing workflow in Copernicus
Просмотров 13 тыс.14 дней назад
We're back! And Houdini now has Copernicus, a complete rebuild of the image workspace with a focus on texturing! So, let's see if we can build a texturing workflow where we can bring in multiple pbr texture sets and layer them onto an object with lot's of fancy masks. Just like, you know, some other texturing tools out there. Assets used: polyhaven.com/a/fire_hydrant polyhaven.com/a/brown_mud_0...
Houdini Tutorial: Bending Time With Attributes
Просмотров 9 тыс.Месяц назад
Support us on www.patreon.com/entagma Today we want to take an artifact from digital cameras, something that we usually try to avoid, and turn it up to eleven! Make it an effect on it's own! And that artifact is rolling shutter. To achieve this, we'll need to bend time using point attributes, which we'll do with a bit of SOP trickery. Download the scenefile here: entagma.com/downloads/RollingSh...
Houdini Tutorial: Popping A Soap Bubble
Просмотров 14 тыс.2 месяца назад
Support us on www.patreon.com/entagma Bubbles! We have a bit of a thing for bubbles here at Entagma. But the one classic Houdini setup we have not done yet is a bubble pop. So let's fix this right now! Download the scenefile here: entagma.com/downloads/SoapBobblePop_v02.hip Chapters: 00:00 Building the base bubble 02:11 Creating the pop mask via a pyro spread sim 05:06 Splitting the bubble alon...
Free Houdini Tutorial: Volume Style Transfer With ONNX
Просмотров 7 тыс.2 месяца назад
Support us on www.patreon.com/entagma In an earlier episode we took a first look at the new ONNX inference node, a node that allows us to use trained neural nets inside Houdini. And today we want to use this node for something usefull - Volume Style Transfer! We want to apply a pretrained style to voxels instead of pixels and give our simulations a unique look and much more detail. And we're go...
Nerd Rant S03 E01 - Too Stupid To Pull Focus (Guest: UglyStupidHonest)
Просмотров 2,3 тыс.3 месяца назад
Support us so we can learn how to pull focus: www.patreon.com/entagma Chris Hoffmann (UglyStupidHonest): uglystupidhonest?hl=en ComfyUI: github.com/comfyanonymous/ComfyUI Wundt Curve: www.frontiersin.org/articles/10.3389/fncom.2021.698252/full Pixel Composer: makham.itch.io/pixel-composer
Nerd rant S03 E00 - We're back. Again.
Просмотров 4 тыс.3 месяца назад
Support us on Patreon: www.patreon.com/entagma Our new master's program: www.design-digital-futures.de Our master's insta: thn_design_master
Free Houdini Tutorial: Machine Learning with ONNX in Houdini 20
Просмотров 14 тыс.3 месяца назад
Support us on www.patreon.com/entagma With Houdini 20 we got our first official machine learning node from SideFX. While we previously had example scene files that did machine learing related stuff or plugins like mlops, this is the first machine learning tool that you get just by installing Houdini. So we should take a look at what it does and what we can use it for! Download Project File: ent...
Free Houdini Tutorial: Melting Complex Objects Part 2: Rendering in Karma
Просмотров 3,3 тыс.4 месяца назад
Support us on www.patreon.com/entagma Welcome to the second and final part of our mini series on how to melt complex objects with fine details, textures and multiple materials. All without melting your pc as well! In the first part we built a setup to retain geometric detail and now we're bringing materials, uv coordinates and textures over to our fluid and finally render everything in Karma. W...
Free Houdini Tutorial: Melting Complex Objects
Просмотров 11 тыс.4 месяца назад
Support us on www.patreon.com/entagma You guys seem to like melting things! So over the next two videos on our RUclips channel, we're going to answer one of the more common questions: How to melt more complex objects with fine details, textures and multiple materials. All without melting your pc as well! Watch Mo's original video here: ruclips.net/video/B3W-S0EW9xw/видео.html Download Project F...
Free Houdini Tutorial: Sci Fi Panel Deformer with OpenSubDiv Patches
Просмотров 12 тыс.5 месяцев назад
Support us on www.patreon.com/entagma In this episode we're using a little geometry processing trick to build a sci fi panel deformer, much like some of the tools in the Tissue addon for Blender. We'll also learn how to use some of the OpenSubDiv functions within Vex in Houdini. We highly recommend this additional OpenSubDiv tutorial by Konstantin Magnus: ruclips.net/video/c8ZiYXbN3y0/видео.htm...
Blender Guest Tutorial: Differential Line Growth
Просмотров 13 тыс.5 месяцев назад
Support us on www.patreon.com/entagma We are happy to bring you another Blender Tutorial with the help of Louis Brodnig. He will show you how to create a differential line growth set up with Blender Geometry Nodes that he used in his RUclips Video about Emergence. Check out Louis RUclips Video: ruclips.net/video/cXVTIpYDJa4/видео.html Download Project File: entagma.com/downloads/Differential Li...
Free Houdini Tutorial: Particle Life in Houdini POPs
Просмотров 11 тыс.6 месяцев назад
Particle Life is a new(ish), super popular autonomous agent system that is able to produce very organic, microorganism-like patterns with particles. So of course we had to build our own version in Houdini, right? In this video we'll cover the basic ideas of Particle Life and build it as a POP force, which works both in 2D and 3D. Links mentioned in the video: www.ventrella.com/Clusters/ ruclips...
New In Houdini 20: Cloud Workflow
Просмотров 29 тыс.6 месяцев назад
Support us on www.patreon.com/entagma Houdini 20 comes with a completely rebuilt cloud workflow, which makes it a whole lot easier to create a wide variety of realistic clouds. So let's build one from scratch and take a look at the new cloud shape tools, noises and shaders! Downlload Scene File: entagma.com/downloads/Freetut_H20_Clouds.hip
New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More
Просмотров 12 тыс.8 месяцев назад
New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More
New In Houdini 20: DOPs - POP Wind Shadow, Glass Fracture, Pyro Gravity And More
Просмотров 14 тыс.8 месяцев назад
New In Houdini 20: DOPs - POP Wind Shadow, Glass Fracture, Pyro Gravity And More
New In Houdini 20: Feathers 01 - Creating Feathers
Просмотров 18 тыс.8 месяцев назад
New In Houdini 20: Feathers 01 - Creating Feathers
New In Houdini 20: Feathers 02 - Grooming Feathers
Просмотров 9 тыс.8 месяцев назад
New In Houdini 20: Feathers 02 - Grooming Feathers
New In Houdini 20: Feathers 03 - Simulating And Rendering
Просмотров 9 тыс.8 месяцев назад
New In Houdini 20: Feathers 03 - Simulating And Rendering
Houdini Guest Tutorial: Dart Throwing
Просмотров 16 тыс.10 месяцев назад
Houdini Guest Tutorial: Dart Throwing
Houdini Free Tutorial: Interference Patterns On Surfaces
Просмотров 10 тыс.10 месяцев назад
Houdini Free Tutorial: Interference Patterns On Surfaces
Houdini Tutorial: Paper Folding with Vellum
Просмотров 20 тыс.Год назад
Houdini Tutorial: Paper Folding with Vellum
Nerd Rant: Python
Просмотров 4,7 тыс.Год назад
Nerd Rant: Python
Nerd Rant: MLOPs - Machine Learning In Houdini
Просмотров 6 тыс.Год назад
Nerd Rant: MLOPs - Machine Learning In Houdini
Free Houdini Tutorial: Simulating A Belt Adjuster In Vellum
Просмотров 14 тыс.Год назад
Free Houdini Tutorial: Simulating A Belt Adjuster In Vellum
New in MLOPs
Просмотров 12 тыс.Год назад
New in MLOPs
A huge MLOPs For Houdini Upgrade Is Coming!
Просмотров 5 тыс.Год назад
A huge MLOPs For Houdini Upgrade Is Coming!
MLOPS: Viewport To Texture
Просмотров 7 тыс.Год назад
MLOPS: Viewport To Texture
Building a Latent Space in Houdini: Part 1 - Theory
Просмотров 11 тыс.Год назад
Building a Latent Space in Houdini: Part 1 - Theory

Комментарии

  • @fizzypopvfx
    @fizzypopvfx 2 часа назад

    I'd love to see a CGI comp :)

  • @user-my6wi7vy6h
    @user-my6wi7vy6h 12 часов назад

    In blender 4.0 I couldn't find transfer attribute, so I tried with nearest samples. But I doesn't work ( how can I change it? 15:25

  • @vytasrauckis6703
    @vytasrauckis6703 17 часов назад

    My copernicus result was not in the same place as where the spray paint brush and streak are. Is there a setting for the uvs I missed?

  • @MathiasLautour
    @MathiasLautour День назад

    I know this tutorial is a bit outdated but I thought I would report a mistake. mtlxNormalMap normal input defaults to world space normals, so pluging in a mtlxNormals set to "object" space actually breaks the asset when a xform is applied, leading to really weird shading. The correct way is to set it to "world" which is the space the standard material expects the normals to be in, or not have it at all, which is better since it's already the default for the normal input. Cheers

  • @_casg
    @_casg 2 дня назад

    broski, i did this with a procedural tree, but when i instanced the leafs on the tree it has the same UV unrapping texture on it. How can i keep my lead separate from the procedural uv unwrapping?

  • @BVRDesign
    @BVRDesign 2 дня назад

    Houdini is cool, but ya'lls Blender tutorials are 👏. More of this with maybe sprinkling in some Octane Render material would be most excellent!

  • @Bart_was_his_name
    @Bart_was_his_name 2 дня назад

    I appreciate the effort but unfortunately can’t understand anything you say when you mutter and whisper half the words

    • @reasonsreasonably
      @reasonsreasonably 2 дня назад

      Turn on closed captions is my recommendation.

    • @ohimarc9983
      @ohimarc9983 2 дня назад

      Yeah his American is horrible 😂 yell the words

  • @HoudinifxAlfredosanmartin
    @HoudinifxAlfredosanmartin 2 дня назад

    Honestly, I had no idea how to make the trail collide with an object. Thank you

  • @carlherner9458
    @carlherner9458 2 дня назад

    super! please keep the tutorials for copernicus coming!

  • @AlexGulinov
    @AlexGulinov 2 дня назад

    Thanks for the tutorial! Everything worked out! But unfortunately I can't render it because all the geometry is on the first frame.. Although everything is fine in the viewport! Please tell me how I can render this? Thanks!

  • @user-nw5up5my1y
    @user-nw5up5my1y 2 дня назад

    Anyone know how to UV Unwrap a cylinder properly with Geometry Nodes?

  • @johancc22
    @johancc22 2 дня назад

    Hey thanks for this. I wonder if there's a way to instead of painting in the areas of leaks, have a simple procedural approach to automatically mark the areas of possible leaks, there is a blender geometry nodes setup doing exactly that, but I can't understand blender, :D. Tnks again.

    • @pragmaticvfx
      @pragmaticvfx 2 дня назад

      You can use Mask by Feature SOP and Measure Thickness SOP to isolate these areas.

    • @ohimarc9983
      @ohimarc9983 2 дня назад

      Sphere with the minpos function masked with curvature and normals facing down in attribute Wrangle

  • @pragmaticvfx
    @pragmaticvfx 2 дня назад

    Really creative use case for the new COPs Chris!

  • @falconsaavedra3079
    @falconsaavedra3079 2 дня назад

    Hell yeah, I was thinking about this!❤

  • @lobocloud
    @lobocloud 3 дня назад

    you are the very best!!

  • @senironan126
    @senironan126 5 дней назад

    But how do you make the points move in the texture like in the intro?

  • @26Kals
    @26Kals 5 дней назад

    Hello. Thanks for this guide! Although i cant seem to use US render rop. When i click Mplay it shows error and doesnt open render view Could you please help me on this! Thanks again

  • @gt_kenny
    @gt_kenny 7 дней назад

    I'm sorry for my french, but, HOLY SHIT you guys are awesome!

  • @nudz502
    @nudz502 7 дней назад

    65gb no big deal..... anyways it's nice to know what it takes for these. A real masterpiece 😘

  • @JosephSuarez-bg6rh
    @JosephSuarez-bg6rh 7 дней назад

    Thank you so much Sire.. you are a L.e.g.e.n.d. ! 🙌

  • @TheCreativeAnimation
    @TheCreativeAnimation 8 дней назад

    is it possible to export the UVs as a 2d map for it to be used in other softwares?

  • @dcarchdesign6393
    @dcarchdesign6393 8 дней назад

    Hi, does 3Delight have denoiser? Thank you very much in advance!

  • @nitinwww1
    @nitinwww1 8 дней назад

    i forgot to add normal node it drived me crazy shuld not skim timeline in rush to learn

  • @Nileina
    @Nileina 9 дней назад

    For people that hate vex like me, first vex can be replaced with a simple noise on curveu attribute (use ramp), the mask by a maskbyambentocclusion, attributeblur on this mask, then the last one can be done full inside the attribnoise. (had the same result as him). Thank u so much for this tuto anyway, was awesome 🥰

  • @JacKsCave
    @JacKsCave 11 дней назад

    i would like to see how to manage assets with more than one uv . With udims with this new copernicus .

  • @paperswan
    @paperswan 12 дней назад

    And they say it's not rocket science...

  • @teska9998
    @teska9998 12 дней назад

    love the workflow you showed us, I was wondering if there's a way to integrate Houdini's groom as textures within cops which can then be used as textures for hair cards for video games?

  • @akadolypse
    @akadolypse 12 дней назад

    "I want to scribble like Zomax!". That made my day! Thank you, Christopher, for this amazing tutorial.

  • @sungerbob1786
    @sungerbob1786 13 дней назад

    couldnt make it work with a 3d object. any suggestions?

  • @whocares6302
    @whocares6302 13 дней назад

    sidefx is getting rid of need for us to buy redshift, now substance. Just do this for AfterEffects and Photoshop and we are golden baby.

  • @musashidanmcgrath
    @musashidanmcgrath 13 дней назад

    Great job on the PBR layer node. This was badly needed. Another thing that this workflow is crying out for is triplanar. So, there's no way to link the MatX triplanar and PBR builder back into the COPS preview material?

  • @Mallu_Bot
    @Mallu_Bot 14 дней назад

    can U pleaseeeeeeeeeeeeeeeeeeeeeeeeeeee provide new workflow of UV mapping with H20.5

    • @fastlearner292
      @fastlearner292 9 дней назад

      I think it's still the same? Has SideFX released some new uv tools I am unaware of?

  • @marko8095
    @marko8095 15 дней назад

    It would be funny if Sidefx made a ton of Labs nodes that integrate a lot of functionality into one node for COPs, that would completely replace sunstance

  • @ivanpechalin2603
    @ivanpechalin2603 15 дней назад

    great stuff! is there udim support in copernicus?

  • @Bbentley81
    @Bbentley81 15 дней назад

    This is indeed amazing. In Substance painter I abuse the planar/wrap projections with the surface tool A LOT. the decal here is painted\baked which is not very art directable down the line. How would one go about implementing these features?

  • @NathanApffel
    @NathanApffel 15 дней назад

    +1 for particle paint replication.

  • @carlosrivadulla8903
    @carlosrivadulla8903 15 дней назад

    Houdini 21 is going to be the definitive Houdini version, one software to rule them all. It's a sad paradox that at the same time, fully textured 3D assets are going to be automated by AI.

  • @kwesikwaa
    @kwesikwaa 15 дней назад

    that hda is so useful i wish it would be made part of the lab tools. thank you guys. now this cops workflow makes a lot of sense. i cannot count the number of times i had several assets made in houdini and felt lazy to ship out to texture and back. in this case all can be done in one place and assets saved along the way to be used as when. a natural way to work

  • @patriciaroveredesanti4867
    @patriciaroveredesanti4867 15 дней назад

    Hello. For some reason Houdini is not showing the project files. Can you help i am lost 😅

  • @philippwelsing9108
    @philippwelsing9108 16 дней назад

    One question: If I don't want to use a SceneImportAll, because I need more than one object, all treated differently - how can I pull the textured hydrant into Solaris? It only seems to come in textured with SceneImportAll.When I reference the COP Net, it's white and no materials. Thanks so much!

  • @user-tj2ur1hy8n
    @user-tj2ur1hy8n 16 дней назад

    Can't get rid of or unfurl the ruffled end with Bounding Box from PinA and PinB?

    • @user-tj2ur1hy8n
      @user-tj2ur1hy8n 16 дней назад

      I took care of it myself! just have to control Scale from Sweep!

  • @philippwelsing9108
    @philippwelsing9108 16 дней назад

    This basically solves the 2 material only limit for material mixing in Karma/Mtlx for most cases. Right? 😍

  • @sovanima
    @sovanima 16 дней назад

    I am with rtx3060, at turbulent times such as this purchasing next gen gpu ain't good risk. So with that gpu I have VOLCAN viewport does not behave well as it does here in this video... So the workaround is OK I op def all textures to Karma and try work it there, even better to see how textures work directly in the engine. Yes and no due to latency and still not 1:1 native response using Copernicus in Solaris. Least but no last I am not sure what is the UDIM support and what would be the setup for multiple more complex texture sets. Overall great having this new features already in Houdini, a dream idea come true :)

  • @nickcentanni1500
    @nickcentanni1500 16 дней назад

    I've been able to create a copnet with six different output maps. I couldn't see the limit you were talking about in the video.

  • @somerandomlittlechannel7860
    @somerandomlittlechannel7860 16 дней назад

    I love how simple this tutorial is, very satisfying. #houdini4life

  • @aivaraslig
    @aivaraslig 16 дней назад

    This is amazing. Thank you for your work 🫶

  • @CarlosDordelly
    @CarlosDordelly 16 дней назад

    Thanks so much! I was missing your Houdini release videos :)

  • @philippwelsing9108
    @philippwelsing9108 16 дней назад

    Thank you so much. Especially for thr HDA.

  • @erichocean8746
    @erichocean8746 16 дней назад

    The ability to build HDAs like this to speed up specific workflows is what makes Houdini ultimately faster than shrink-wrap software like Substance in studio pipelines, even if it is technically slower/clunkier when looking at specific steps. The automation just builds and builds while in other tools, you're stuck with click click click manual, errror-prone labor.

  • @massimobaita7178
    @massimobaita7178 16 дней назад

    Thank You very much!