https://thevfxmentor.com/quicktips/COP
COP
Space
(- 1, -1)
to(1, 1)
where 0 is in the middle- Layer Have resolution
Sgnatures
Signature convert
SDF (Volume 2d) Mono (F) RGB (V3) RGBA (V4) UV (V2) ID
Layer
Have resolution [Size Settings]
I/O
COP Output
Output to network
- Link COP in SOPs:
op:'opfullpath(../)'
- canCtrl
+C
COP node Output to file ROP_image
- You can drag outputs
COP Input
Geometry
SopImport
- bring geometry, then:RasterizeGeo
- can rasterize from camera and grab any attribsRasterizeSetup
- before to get@origP
Geometry to layer
- ie heightmap, similar to rasterizeStamp points
Image
File
- open image from disk
Copy to points
Stamp points!!
Stam Points
- Require points > sop import > enter node, make grid 2x2 in XY plane > Scatter points. / You can use attribs on points Segment by connectivityRandom Mono
Nodes
Base
Function
- Math nodeChannel Split
/Channel Join
- Break vectorRamp
- can be sphereEqualize
/Remap
Blend
- add multiply over max min … /Wipe
- Blend with mask (transition) can blend mono signatureHSV
- color correctionCompare
- difference
Sample Image
TextureSample
0,0 - 1,1 /UVSample
-1,-1 - 1,1 - like unreal texture sample reqire file and uvs
Patterns
FractalNoise
-TilePattern
Distancefield
- Shapes can be distance field SDF
Filters
Blur
/Feather
- more bevel like, you can feather from in or outside /Bokhe
-DilateErode
- ReshapeGlow
Chromaticabberation
Quantize
-
Convolve
- sharpen /Kuwahara
- Median
- some kind of blurStreakBlur
- directional blurDistort
- shift uv /Distort by slope
- more nodesSlop direction
/ W&B to directionDerivative
- changes in value /Edge Detect
- difference in value light / dark,Edge Detect Depth
- Outside edge of geometry,Edge Detect Normal
- Internal edgesEdge Detect Counture
- shilluettesHeirght to AO
Extrapolate Boundries
Auto Stereogram
- require tillable input - adjust size based on depth mask
Blur
Comp
- Slap comp import - Add AOVs from last render - give aovs from viewport
- Slap comp block - to use and see in wievport !