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

Фильм және анимация

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

  • @atefezare5623
    @atefezare56235 күн бұрын

    I love these new updates!!! procedural materials in Houdini is what it has been missing!

  • @chr1st0pher
    @chr1st0pher5 күн бұрын

    Nikola's work is so amazinggg, what a legend!

  • @xl000
    @xl0005 күн бұрын

    Can't wait for a proper masterclass and the documentation

  • @reaktorleak89
    @reaktorleak894 күн бұрын

    This is the biggest Houdini update ever. I might be able to work exclusively in Houdini starting next month!

  • @arsen_wasted
    @arsen_wasted5 күн бұрын

    Insane progress with every release 😅 Side FX 🧡

  • @mujuningaiza
    @mujuningaiza5 күн бұрын

    This is great feature having inside Houdini. Great presentations as usual. Houdini is the beast

  • @galagast3d
    @galagast3d4 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!

  • @user-bj3sz6bm8e
    @user-bj3sz6bm8e5 күн бұрын

    This is the feature I've been waiting for.

  • @ismaelverdugo4255
    @ismaelverdugo42555 күн бұрын

    that sesion was... jaw dropping.

  • @pavinivfx
    @pavinivfx5 күн бұрын

    Finally some independence from other softwares. Nice to see

  • @HristoVelev
    @HristoVelev4 күн бұрын

    These are amazing, whole new world opening up!

  • @duncanbuckley7020
    @duncanbuckley70205 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

  • @sevfx
    @sevfx4 күн бұрын

    That looks so much fun and insanely powerful!

  • @atefezare5623
    @atefezare56235 күн бұрын

    more cops tutorial please!! A lot more!

  • @willmacneil815
    @willmacneil8154 күн бұрын

    Great demo! Thanks for putting so much work into this. I'm so excited to try this stuff out.

  • @MrSunamo
    @MrSunamo5 күн бұрын

    This looks amazing, can't wait to dive into tutorials so we can learn COPs in depth.

  • @bharat5194
    @bharat51945 күн бұрын

    Impressive 🙌

  • @AlexUdilov
    @AlexUdilov4 күн бұрын

    Bravo Nice !

  • @yarugatyger1603
    @yarugatyger16035 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.

  • @issacdhan
    @issacdhan5 күн бұрын

    WoW, this what I was looking for.

  • @KevRyanCG
    @KevRyanCG5 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!

  • @SlaktareOlsson
    @SlaktareOlsson5 күн бұрын

    Since there's sops controlling things like scattering, we could actually write vex to control parts (all!!?) of this? Love it

  • @YanivGorali
    @YanivGorali5 күн бұрын

    Impressive!

  • @polymarvels
    @polymarvels5 күн бұрын

    This is gonna be fun to play with, cant wait for this.

  • @SaladFX
    @SaladFX5 күн бұрын

    The chalice was crazy

  • @wewantmoreparty
    @wewantmoreparty5 күн бұрын

    Woow, I can't wait to ❤

  • @jamaljamalwaziat1002
    @jamaljamalwaziat10025 күн бұрын

    amazing

  • @carlherner9458
    @carlherner94585 күн бұрын

    sickkk

  • @nicolaastanghe475
    @nicolaastanghe4755 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
    @oleit35 күн бұрын

    🥳🥳🥳

  • @jamaljamalwaziat1002
    @jamaljamalwaziat10025 күн бұрын

    in minute &:00 how to convert them into room map?

  • @JohnDowson100
    @JohnDowson1004 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.

  • @JettzCG
    @JettzCG5 күн бұрын

    It's GG

  • @raincole
    @raincole5 күн бұрын

    How the UV transform at 14:06 work?

  • @mattestela

    @mattestela

    5 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

    5 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

    5 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

  • @igdeputra
    @igdeputra3 күн бұрын

    i cant even doing it. its for progemmer

  • @yijuyeong1219
    @yijuyeong12194 күн бұрын

    The name of node is 'Tile Pattern" but he called it 'Time Sampler'. LOL. I know where it came from.

  • @zdspider6778
    @zdspider67785 күн бұрын

    10:04 Can't see shit, Captain! y u record at 4k and post 1080p? 😠 Text be hella smol.

  • @theftking
    @theftking4 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

    4 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

    4 күн бұрын

    You sound like some Blender user who has problem with most... Unimportant thing of the subject. Right?

  • @HoudiniGameArtist

    @HoudiniGameArtist

    4 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

    3 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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