COP

cop.hiplc

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(../)' - can Ctrl+ 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 attribs
    • RasterizeSetup - before to get @origP
    • Geometry to layer - ie heightmap, similar to rasterize
    • Stamp 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 connectivity
  • Random Mono

Nodes

Base

  • Function - Math node
  • Channel Split / Channel Join - Break vector
  • Ramp - can be sphere
  • Equalize / Remap
  • Blend - add multiply over max min … / Wipe - Blend with mask (transition) can blend mono signature
  • HSV - color correction
  • Compare - 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 - Reshape
  • Glow Chromaticabberation Quantize
  • Convolve - sharpen / Kuwahara -

  • Median - some kind of blur
  • StreakBlur - directional blur
  • Distort - shift uv / Distort by slope - more nodes
  • Slop direction / W&B to direction
  • Derivative - changes in value / Edge Detect - difference in value light / dark, Edge Detect Depth - Outside edge of geometry, Edge Detect Normal - Internal edges Edge Detect Counture - shilluettes
  • Heirght 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 !